My crash stats are very similar to the ones in OP.
I’m starting to wonder why mobile devices over half a decade old are still supported anyway.
We are shooting for early next year.
Over a year and a half, but these are recent with Place updates. As stated above we want to provide information about how many users are using those devices so that you can better gauge the impact of the crashes are your player count.
As stated above, this figure is reset on place update. We are looking into whether they have an expiry date and will probably add one in a later change.
It loads on page load. The data is collected each time you refresh the page.
Yup, this is to be expected. All of those devices are running the A5 chip, and as you can imagine those are very old devices. The problem with discontinuing support is they are a very large percentage of our mobile player base and we can’t just stop supporting them. As this number dwindles we will definitely stop supporting such devices.
Nice, this is very helpful! Will we get any details about what is causing crashes in the future?
I think most of the crashes are simply RAM related, so your first approach to stopping crashes is to reduce memory usage.
Absolutely, this could be a ways out but we will definitely do our best to improve upon on this system.
But the real question is, why is 1 in 2 users or worse crashing??? That sounds like an enormously very large extremely big problem!!
What exactly is a “crash” on mobile anyway? iirc, if you run out of RAM (which your phone doesn’t have a lot of), the app just gets force closed. Not sure if that counts.
how would they measure a crash anyway? check a lockfile next time roblox runs? server logs when a player leaves without sending a disconnect signal? …
Yes, the app getting closed by the OS counts as a crash (which is also mostly why they happen). Yes, we check a lockfile.
Can this be updated to show unfiltered devices that don’t have a high enough crash rate to filter them out? Like if something’s just at 4% crash rate or approaching 19%+
We are currently working on plans on how we can improve this.
I noticed its only the older devices have a high crash rate that were released 6 years ago on my game.
same here
my crash rates are pretty low in comparison O_O
My game does sometimes get fps lag on pc sometimes so maybe thats why its so much higher o.o
Ahaha, I try to optimise my games to play on the lowest end devices, considering I have an ipad mini, i feel the pain. The only games i can play are the ones I optimize myself.
on every device my game crashes after 10 minutes but this is my filtered devices page
It resets after every update, and presumably it requires a certain number of crashes before it decides to filter it, given your game was updated yesterday, and presumably has basically no mobile players, it will take a while for the filtered devices to fill up again.
had like 5 concurrent all day on mobile and its never had anything in the filtered devices rip
edit: nevermind turns out it is just because I do tiny updates all the time, it’s showing now.