Bumping again, this is an important topic, Roblox, please fix.
Edit: Maybe I should add why I find this important, as a developer I’m working on procedural terrain generation and as far as I’m aware I can’t reliably tell how much memory I’m using, even if I could 200 MB is way too low for almost every single use case given that an empty baseplate already surpasses that target.
The display should contain something related to constraints of the type of device, generally:
(see: Device Emulator from Studio, which makes note of “average” device memory capacity)
Adding this would mean these average stats would need to be logged, tracked, and kept up to date as time and Roblox’s support for devices changes. But this isn’t easy to do- since there are lots of devices that are much more obscure than these are, and end up being able to play Roblox. Additionally, this would require a low-level API ‘discovery’ method for how much they have available. That probably just isn’t worth the effort.
If possible, for specific gen. phones (assuming Roblox can detect the model), 512MB is a fine metric. Otherwise, just take things up and onward, changing the indicator as the type of platform changes:
90% of cases will be completely fine in their emulation scenarios, beyond the low-end phones.
We don’t need to know the exact limit we can work with (this is just a high-level indicator, after all), and Roblox allocates memory regardless of this number that goes untracked anyhow. We just need a general ballpark of what makes for a generic, acceptable playing experience, and that can be fit easily.
Even though this nearly 3 years old, for context, Roblox only works on a minimum of Android 5.0 and that OS alone only works on devices with more than 416 MB of RAM just to boot up and do nothing. To do anything more, like Roblox games, just 1GB would be barely enough to get the Roblox app running. Whatever the original reason for the target RAM was probably good intentions but just not realistic today. Cheap $50 tablets/phones at Wal-mart come with 1.5GB or 2.0GB of RAM and have for many years now. Trying to design your game around devices running less than 1GB of RAM is just making it more difficult for you as you’ll greatly limit what your game can do in the 3D world. 2D games, text games, could probably run just fine though, so to each their own!
1 year bump, this problem has increased exponentially, using a gaming laptop (10th gen i9 12 core) and a Nvidia GTX 1660ti+ (overclocked to 4GHZ) i can play the most optimized Roblox game- runs at 6000+ FPS! at 1 graphics setting, and monitor set to 800x600 for lowest pixels. doing all this gives me overkill fps, and my CPU and GPU are chillin, meanwhile my memory is above 1.1Gb, either roblox needs to raise the “target” or improve their engine.
(hint: it aint going to be the engine)
The memory target is completely impossible on any device. An empty baseplate takes over 1gb of ram on pc, and a minimum of 650mb of ram on mobile devices. With some optimizations and disabling any opt-outable features, you may be able to drop the baseline memory usage another 80mb. (still absurdly high for nothing going on in the game)
The introduction of more and more features and background services has bloated the memory usage to the point where low end devices just can’t handle roblox. What even is running?
Especially for mobile devices, the performance drawback to developers from running on the engine gets to the point where the most basic and trivial game is an order of magnitude less memory efficient when compared to any game running natively on the device.
I don’t really mind the target being set so low. I don’t look at it.
Definitely confusing for new devs though, but after some searching they will see it’s an unreasonable target and learn to ignore it.
I would like if the bar would scale so you don’t just see an orange rectangle all the time. Instead you should be able to see an actually useful graph.
since garbage collection is incremental it might take a while for memory to clear up, this can be observed by allocating a bunch of memory and then leaving it for a while
still that much memory for an empty place is insane and i’m surprised it’s even getting to half that point
Been trying to leave it open for a few minutes now. All Ive noticed is a drop of around 5 mb in memory. Said drop kinda adds itself back every once in a while though.
Hey joining via the web page within the client adds another 300-500 megs on the client! On task manager im only seeing an increase of around 200-300 mb though.
damn that’s really weird, i can’t really think of what’s taking up all the memory since the whole engine shouldn’t take that much; i recall getting like 600mb of usage at one point but i can’t even remember how
If you can find a way to get the 600 mb of usage back then slide the info! Though that may have been a while back for 600 megs to be possible. Though engine itself takes this much probably because of how bloated it is (or at least the client).
You can force it to use less memory by getting other applications to use more memory. Just open a ton of Chrome tabs and the usage will drop over time. It isn’t a fixed amount, it’s only using that much because it can.
That’s not going to actually make it use less memory. What will happen instead is that once you start using most of your RAM, the roblox client (and other applications) will start moving their contents into “swap” space. This “swap” space basically being additional ram added by your storage devices like hard drives and ssds. Applications moving their memory onto swap WILL make themselves appear as if theire using less memory within task manager while in reality nothing really changed about them.
Either way i’m not sure why roblox would even allocate itself that much memory. There has never existed a time in which roblox seemingly gives itself more memory than it needs to. It’s memory usage going higher and higher has been a pretty slow process happening for years at this point. It’s insane how the client itself running nearly nothing uses around 3-10 times more memory than its taking disk space.
Swapping is an OS-level process. From the application perspective, it’s still using the same amount of memory. Roblox’s memory tracker works by directly tracking how much memory every part of Roblox asks from the OS. There is simply no entry point for swapping in this process, other than when the memory itself is allocated.
In fact, it’s quite simple to get Roblox to report it’s using far more memory than you have RAM, I recall trying to get Studio to OOM and having it report 20 gigabytes of memory usage… on a system with only 8 gigs of RAM.
How are you measuring it’s disk usage? Are you accounting for assets and other content files?