Does StreamingEnabled make server performance worse?

Currently I am remaking an old game of mine. The map is be pretty big I would say, probably something like a 10,000x10,000 circle (more or less).

The old version of the game technically had its map be even bigger, but it the map was actually maybe 12 islands for tycoons/bases, with some capture points spread around, with a simulated “ocean” that was just a part with a mesh with huge X and Z measures. It did not use StreamingEnabled, and it had a compute efficiency of 100-130% on average.

The new version uses terrain, and any part builds are more detailed than before. It uses StreamingEnabled, but now the computer efficiency is 20-40% - a HUGE decrease. I have heard that StreamingEnabled uses a lot more server resources for streaming parts of the map to players.

On average, players have a client memory usage of 1500-2000mb, and rarely crosses over the 2000mb mark. Server memory is actually lower on average than client memory usage, somewhere around 1800mb.

That being said, last night while testing on mobile, I received the “Error 277 - Check your internet connection” message, and had to rejoin. When I rejoined, the other two (random) players that were in the same server were also gone, but I couldn’t tell if they had the same issue I did or saw the one other person that wasn’t on their team left, and left themselves. Shortly after that, I played again, and the mobile app just crashed and closed - which has happened to me many times on different games (and even when I’m not playing games), it could just be the ROBLOX mobile app being its usual self.

In addition, sometimes when I open the dev console in the game, my ping will shoot up to 300-500 and then rapidly come back down to 100-200, but I have heard that the dev console is prone to doing this…

The game also is still early in its release/testing stages, and doesn’t get THAT many people playing it, so servers are constantly closing and reopening, which I also heard makes compute efficiency go in the toilet. That being said, any potential performances now, I want to tackle, before it becomes an issue later. Does anyone have any input to my concerns voiced above?

Here is the game link btw: https://www.roblox.com/share?code=fe23ccbc3f4fd04e895511f4c9e9079e&type=ExperienceDetails&stamp=1727371857714

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As an update:

I optimized collisions for the game, making 75%+ of everything “Hull” instead of the poorly optimized “Default.” Some things I left “Default,” other things I made “Precise” since “Precise” offered good collision boxes with about the same optimization as “Hull” in some cases.

Doing so didn’t really reduce client memory, which sits around 2000MB (on PC), but server memory is now 1700MB or less.

I don’t think I’ve heard of a game that has less memory usage on the server than the client, especially with very poor compute efficiency.

I assume the compute efficacy is because of StreamingEnabled?

I’ve noticed as well, that, worryingly, streaming enabled has pretty huge performance costs. Now, this theoretically could be some other change accidentally made in my most recent update, but the main thing I did was turn streaming enabled on. it makes some sense, as sometimes players are moving relatively fast and load in a lot, but this is a huge worry… My servers are already struggling a bit, and this definitely has knocked out performance even more. Client performance up, server performance… struggling.

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