#what is NET
1 messages · Page 1 of 1 (latest)
Network, this is pretty much determined on how many synced circuits/gadgets are being used up, or pretty much running.
For instance of you Play a Synced Audio Player then you’ll notice the Network will increment by a small amount as synced in Rec Room means it’s sharing for everyone.
Now, try to avoid using a lot Network as this can cause insignificant errors in you’re circuits if it gets to high.
To make your network not rise as much you can unsync the circuit/gadget in which you are using and run it based off authority.
Also, because synced is based off it running for everyone in a server, this can also increase based off the number of players, for example if we use the Audio Player on sync with only 1 player in a server, it will result in no net being used or a very tiny bit, yet if there is 20 people with a server, you will most certainly be expecting some more increase in the net, as the audio player has to play for more individuals.
Btw if I missed anything feel free to lmk
@boreal coral
thanks, this helps alot
Your welcome
just brought it down to zero👍
W🤙🤙
i had a bunch of update 30hzs's
You can use 30hz but just make sure it’s using authority. (if you know what that is)
alr
Also here’s how much net you get is determined
Rooms 1
1-12 players 300%
13-24 players 200%
25-40 players 100%
Rooms 2
Flat 600% net no matter the player count
I keep seeing these percents but what are they a percent of
Like can I get an estimate on what would cap 100% net
"100% net" is 2kb/s
So you could send roughly 2, 512 character strings before a net overheat
(string is 2 bytes per character, thats 1kb per 512 characters, 2 kb for 2 strings)
Ok thank you
Is this on rooms 1.0 or rooms 2.0