Why use a remote event for each player?

i was reading this post

i was thinking if every player already had their own copy of a explorer (unless im wrong) then why use a remote event for each player?

i did a test also

im 60% - 70% sure this is not a very accurate test

i basically did this
client:

repeat remote_event:FireServer()
   print("fired")
until condition == 1 -- of course i knew this would blew the script off the wall

server:

remote_event.OnServerEvent:Connect(function()
   print("ok")
end)

based on this data the localscript did printed fired x74505 (before localscript stopped working)
and the script printed ok x74505 very slowly and very laggy after im in the game walking around
the remoteEvent didnt stop working all the while and it didnt break

base on this piece of garbage data i realize i dont know anything

i had a time where i was working on something and the remote event actually got throttled but i dont remember how to replicate it because i cant remember when it happened in which of my projects cuz i have so many

Hello LittleLegender!

I am not really sure where that misconception came from, but it is much more effective to use one remote event, performance wise and organizational wise.

That does not mean you have to use one event for the entire game, but using a different remote event instance for each player does not make much sense.

1 Like