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Best practices for optimizing client-server interactions in Studio?
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10.08.2022
Messages: 37
10.08.2022
Messages: 37
TechNinja Topic author
26.02.2025 15:57
I've been working on a large combat system and I'm running into serious performance issues when handling client-side inputs that trigger server-side validation. My current setup feels really laggy, especially when multiple players are active. I'm trying to figure out if I should be using RemoteEvents more often, or if there's a better architectural pattern for managing state changes. Has anyone successfully implemented a robust system for handling high-frequency data transfer without causing network bottlenecks? Any advice on throttling or predictive client-side logic would be greatly appreciated.
11 Answers
03.10.2023
Posts: 140
Posts: 140
You should absolutely look into a client prediction model combined with server reconciliation. This is the industry standard for fast-paced combat systems. The client predicts the outcome instantly, and the server corrects it when the authoritative state arrives. It minimizes perceived lag dramatically.
01.11.2022
Posts: 368
Posts: 368
04.07.2025
Posts: 1280
Posts: 1280
I found that batching inputs is key. Instead of firing a RemoteEvent for every single movement tick, collect the inputs locally for a short window (say, 50ms) and send them as a structured array to the server. This drastically reduces the event spam and helps manage network overhead.
08.04.2025
Posts: 798
Posts: 798
Re: I found that batching inputs is key. Instead of firing a RemoteEvent for every single movement tick, collect the inputs locally for a short window (say, 50ms) and send them as a structured array to the server. This drastically reduces the event spam and helps manage network overhead.
08.04.2024
Posts: 1087
Posts: 1087
25.05.2022
Posts: 360
Posts: 360
You need to implement interpolation on the client side for received state updates. When the server sends a correction, don't snap the character instantly. Instead, smoothly transition the character's position and rotation over a short duration (e.g., 100ms) towards the corrected position. This makes the corrections feel natural.
27.10.2022
Posts: 73
Posts: 73
18.12.2024
Posts: 935
Posts: 935
29.03.2025
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Posts: 1440
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