when this is happening the server basically stops, you don’t get disconnected instead the server runs at like 1 frame per minute. This has caused alot of issues, I have been unable to play one of my experiences as this happened 3 times in a row. I have no idea what could be causing the issue, the server micro-profiler doesn’t work in this state, it just returns empty. However sometimes the server can “recover” to about 5 frames a second, which allowed me to get a profile out of it say much (I will include it in the private post as well as an empty one that I got)
Hey! I’ve noticed a similar thing happening to my game. Are you opening the game console by any chance? For me, my game servers run perfectly fine up until I open the developer console, which causes it to lag permanently.
Same thing happening to me. Everything works fine until I open the server console. When I do so, the ping keeps rising infinitely. The server performance does NOT seem affected, if I go in ServerJobs the steps/s stay the same, it just seems to be the client-server communication slowing down infinitely. Look what happens the moment I open the server console and use the same attack I used while it was closed:
And from there the ping just keeps going up, while the server itself remains unaffected.
Scrap that, the server performance is also affected. Goes from 60 steps/s to 10-40 whenever I use an attack or try to communicate to the server.
I can confirm this is related to the Developer Console. In my case:
Server runs fine at 60 Hz RemoteEvent traffic
Opening the console triggers the issue
Average data ping climbs continuously (65ms → 300ms → 3000ms+ etc)
All server requests are blocked
Closing the console does NOT restore normal operation - server remains unresponsive, but players stay connected
I only observed this on live servers, not in Studio.
This is a recent regression.
EDIT:
During debugging, throttling high-frequency RemoteEvents (60 Hz → 10-30 Hz) prevented the issue from occurring. However, the bug appears intermittent - after further testing at full 60 Hz rate, I could no longer reproduce it consistently.