Hi, I need help with a network performance issue in my Roblox simulator game.
I’m getting high network traffic in the Roblox performance stats, especially Receive (Empfangen):
Sent (Gesendet): ~53 KB/s
Receive (Empfangen): ~213 KB/s
When this happens, gameplay becomes noticeably laggy/stuttery, especially as more objects are placed.
Problem scope
This ticket is only about network traffic being too high (not UI overlap, not rendering visibility bugs).
What I already implemented
Client request throttling for place/remove/link actions
Partial state updates (itemInventoryDelta) in some places
Reduced billboard distances and reduced some update frequencies
Disabled some visual animations/FX for performance
What I need help with
I want to reduce Receive bandwidth significantly without breaking gameplay responsiveness.
Questions
What is the recommended target range for receive bandwidth per client in games with many placed objects?
Best pattern for state replication: full snapshot + deltas, or pure event-driven deltas?
How do you usually batch/throttle frequent server updates (power links, production stats, billboards) safely?
Are there common replication pitfalls with many dynamic parts/models I should audit first?
If helpful, I can share my current RemoteEvent update flow and state payload structure in code blocks.
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