I’m curious as to which approach is overall better to reduce latency and have clients see changes almost immediately
How, in this case, do clients directly read data changed by the server, is it via a attribute/instance value? - Is that what you mean?
arent those the exact same thing?
manually replicating/transferring data is complicated but allows you to perform your own data compression and optimizations
it really depends on what kind of data you’re trying to send
Client-Client is the best and fastest.
Well client to client is the fastest and does exist. Just the fact that it’s the same client… using Bindable Events
I wasnt talking about bindable events, but thank you!
But I was talking about replicating changes over the network not peer to peer
latency cannot be reduced, it is different for each client and depends on its geographical location. as for the data, only the quantity matters. If a lot of data is sent at the same time, the receiver (client or server) will have to wait for it all to arrive, which is perceived as a delay. in conclusion, both are equal (unless I misunderstood your question).
Network as in the entire game experience?
if so you can use messaging service