

I expected BridgeNet to not play nicely with packet loss, but I suppose I am incorrect. When Roblox sends out packets, it waits to make sure it’s done in all the right orders. I’m not 100% sure why BridgeNet performs better here) So this other thing that BridgeNet does better is ordering. So, if your internet upload speed is 40 megabits per second, that means running your computer as a server for your Roblox game would result in your entire bandwith being taken up. One megabyte is 8 megabits, and things like use megabits (abbreviated as Mb). Well, in the networking world, mega bits are used to measure things like speed. And 5 megabytes… isn’t that much nowadays, right? Now, we all know Roblox servers are suboptimal compared to your average dedicated game server.

5000/1000 (kilobytes in a megabyte) is 5, which means you have 5 megabytes being sent out per second. If you have a player cap on your game of 50, and each player is receiving 100 kilo bytes per second, that means your server is sending 5000 kilo bytes per second.

Although, I think that the best way to put it is this. Less data and calls means lower frame times, lower ping, easier for players with packet loss & bad connections, and overall a better experience. Why should I care about the amount of data being sent/received?īecause that’s integral to your game’s performance. Test was run w/ 200 blank remote calls sent per frame. This performed way better than I expected it to. It also has numerous features such as :FireAllInRange, and :FireToMultiple. BridgeNet is a networking library bundled with features to make optimizations easier, alongside optimizing remote events itself.
