Which one will be less laggy?

im currently having a discussion with my friend at which one is more laggy

1: server sees game as a baseplate
clients will have a script that turns it into a terrain so the server doesnt have to rander it
when something updates like when a player digs inside the terrain the player will fire a remote event that tells the server that the player digged something
the server then fire another remote event that tells all the player that something has changed

2 : the server randers the terrain and when something changes it will do the normal replication between server and client

It depends, one isn’t way better than the other. If you have simple terrain and want fast response times, #1 would be my pick. However, #1 does have its cons. The first is that network traffic will be heavy since there will be many remote events going off. The second is that it could possibly allow exploits to abuse the terrain change.

For #2, everyone has the same terrain view at relatively the same time. It’s also much more secure.

It really comes down to how many players are in the game and how complex the terrain and or terrain change is. I’d stick with #2 as it beats #1 in most cases and is easier to code.

what makes roblox server and client replication less laggy than the remote event
arent both of them the same?
also if its less laggy cant i make a string value in the replicated storage and when a player fires the remote it will put info in that string value and then it will use the server to client replication?

i want to make a big war game that can have maxmuim players of 100