Will having server prints eat up bandwidth?

When you join a game you have edit permission to, you will see the Server tab in your developer console;
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which means you can now see what the server is printing, and the only way to know what the server is printing is by it sending you strings throught the internet, which should use up bandwidth like crazy the longer and the more prints you have in your server?

Yes and no, it only starts eating up bandwidth when a person with edit permission opens their developer console, then the server starts beaming strings their way, so for the most part it wont be eating up bandwidth unless a dev opens their console.

Hardly. A single character / letter is a byte, and I even saw Roblox Bedwars have an error and I kept spamming it and the scrollbar was super tiny. It didn’t really make me lag though, so you have no worries unless it’s not useless printing. If you’re printing out stuff like someone’s data being loaded, you can remove that, since the error message will tell you much more and the error message can show up much less frequently.

And that’s a lot. The more you cut on the strings, the better.

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100 kilobits is 12500 bytes. If you think about it, 100 kilobits is still extremely small. If you compare it to your memory which is usually around 500 MB, that’s a huge difference.

That comparison doesn’t hold water when we are talking about bandwidth, in a 10 players server where each player is receiving less than 50kb/s, that’s considered good, no one should be lagging, bump that up to 80kb/s and you start having problems, and the biggest culprit for eating up bandwidth are strings, as they are expensive per character, same goes for dictionaries, and there is always a way around to not sending strings which will make your game a lot smoother.

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What would you be printing out anyway, like the only stuff I can think of is for stuff for testing or when stuff gets loaded.

Yeah I was just asking because I see some games with 60kb/s which seems super unecessary as nothing is happening on my screen, so everything I am receiving feels useless, I was wondering if they are printing stuff on the server end and which could be causing the issue. And so that I can avoid it myself if I dont need the prints.

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What games do you experience this from? Big games or smaller games (50-300) player games?

No it isn’t, that’s 8 bits (8 0’s or 1’s), do you know how much data is required to express a single part instance? Hundreds if not thousands of bits.

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That’s not how it works, every instance in the game has an address, and when you do local instance = ... you are just capturing the instance’s id, which is why you can send instances via code because you are just referencing them, you are not sending the whole instance in the way you are thinking.

I’m referring to a part instance being streamed to the client.

Even then, you are just sending them the address.

How does the physics engine perform operations on a memory address?
How does the rendering engine perform operations on a memory address?

Even then, you are just sending them the address.

Which is going to be a lot less expensive for a string value than it is for a multi-layered object.

That’s not how that works either, the addresses are not strings, they are hexes I believe, it’s a lot cheaper than a string which is 8bits per character.

the addresses are not strings, they are hexes I believe, it’s a lot cheaper than a string which is 8bits per character.

I never stated that addresses are string values, they can point/refer to them though.

I think you’re misunderstanding my replies. A memory address which is a reference to a string value is effectively the same as one which is a reference to a reflected userdata, the difference is that a string value does not need to be indexed resulting in further memory address queries whereas a reflected userdata typically does.