Huge network receive differences as part count scales

The network receive stat becomes abnormally on places with more details, despite most of the parts being completely static. This may significantly impact users who rely on connections with limited data when playing more complex games for prolonged periods of time.

Here I compare two places: Luduvo HQ & Luduvi-Lands
You can see the vast difference in the network receive, despite not a lot of dynamic stuff happening in both games, apart from player movement

This is likely not a bug in and of itself, but rather a pretty significant inefficiency in how update data is sent over the wire.