Will firing remote events very frequently but passing small amounts of data to the client cause lag?

Hello. I am making a sci-fi game. The client will see their own statistical information such as kills, deaths, level, etc. and certain statistical information for other players. I am debating between two methods to transmit that information: remote events and Value instances.

I expect that the speed at which such information changes will be high, which is why I am hesitant to jump right into using remote events, but in the long-run I think remote events will simplify the management of this data. As the amount of stored data grows, the number of places where the client is searching for a path to the data increases, and I think managing it may prove to be a source of inefficiency.

  1. Does firing remote events very frequently while passing small amounts of data to the client cause lag?
  2. At what kb/sec will lag be noticeable?

Thanks.

No clue, what I know about lag is script length if running scripts, unnecessary loops, to many parts the workspace or Replicated Storage cuz it get replicated to the clients and to many GUI elements

It depends on the network connection, but a client receiving rate of over 75 kb/s would most likely prevent users on slower networks from playing (causes artificial ping, effectively kicking the player from the game if receiving doesn’t drop).

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