@VK.Angel.OfDeath To be honest, unless you're streaming the player position/rotation several times every frame from the client to the server through your scripts, I highly doubt that you'll slow down your server anyway (
depending on how many clients you and what server you're hosting). If you need advice regarding streams in vcmp to know when there could be a performance issue, don't hesitate to ask.
On the server-side things are a bit more tricky. Since there's only one buffer/stream that you can use for all players. You are most likely forced into sending small packets very frequently to not make other players wait while you build up information into a dedicated buffer/stream that you send periodically to a single player.
I remember I had to think of a more flexible way of dealing with this when I worked on my plugin.
What I did was to allow each player to have a dedicated buffer/stream where I can store information without making the other players wait and also the option to have as many other buffers/streams where I can write data and send to however many players I want. So I could eliminate that need to flush buffers/streams as early as possible to make room for other players.
Dedicated player buffers/streams:
// Build up data for each player in "parallel" (kinda)
player_1.StreamFloat(2.43);
player_1.StreamFloat(1.43);
player_1.StreamFloat(4.43);
player_2.StreamString("ABC");
player_2.StreamInt(21753);
player_1.StreamInt(1234);
player_1.StreamInt(34782);
player_2.StreamByte(123);
player_2.StreamByte(42);
player_2.StreamByte(27);
player_2.StreamByte(98);
// Send the built up data and start again (or false to continue where I left)
player_1.FlushStream(true);
player_2.FlushStream(true);
And shared player buffers and streams:
local buffer_1 = SqBuffer(128);
local buffer_2 = SqBuffer(128);
buffer_1.WriteVector3(Vector3(1.11, 2.22, 3.33));
buffer_1.WriteVector3Ex(4.44, 5.55, 6.66);
buffer_1.WriteVector3(Vector3(7.77, 8.88, 9.99));
buffer_2.WriteString("abc");
buffer_2.WriteString("xyz");
buffer_2.WriteString("ijk");
player_1.SendBuffer(buffer_1);
player_2.SendBuffer(buffer_2);
player_3.SendBuffer(buffer_1);
player_4.SendBuffer(buffer_2);
Allowing for more flexible code when sending streams from server.