You think we will be able to see live Occlusion Culling in live games before Next Year? These are great moves towards optimizations/performance!
Good stuff. How does the scaling work exactly? Does 100 MB of server memory go down as soon as a player leaves? Do the memory increases remain for the duration of the serverâs life? And are there any specific limitations to this? I know some games can hold up to 700 players at once so the server memory math would go up to 76.4 gigs of server memory. Is this new system this generous or does it eventually still cap out the total available memory?
Another thing is that this is a good change and i appreciate it. I donât wish to make this post about me complaining about why things could not be 5 million times better but to be honest i would have much more appreciated a default memory bump. Overall this new scalable server memory helps with allowing games to scale up to more players without choking at all which is great! However this does not help us at all to actually expand our experiences due to the fact that by default we would be limited by the 6.4 gigs of server memory. By default we canât exactly take the benefits of the insane (theoretical) 76 gigs of memory by default, we are still basically constrained by the same default limits. Just this time, as ive said before, we can now scale the experience at runtime to support a lot of players without choking on memory.
Furthermore, all of these big memory numbers help but what about CPU power? The (theoretical) 76 gigs of memory on a 700 player server would really help prevent any crashes at all however what about the computation power of the actual CPU? Servers often timeâs start getting CPU bottlenecked pretty quickly when things get even a bit intensive on the server and this is usually without a super high amount of memory being used. This new scaling memory helps but ultimately iâm not sure of how useful would it be if by default the server CPUâs cant handle the high amounts of computation generated by all players and the game world around every one of them.
Letâs not forget how even roblox systems (like streaming enabled) can take MAJOR performance hits for mid sized maps on server sizes of even just 20~ players!
From what i know, servers give us like one or two cpu threads, no? Does not exactly help with parallelization a lot either past just simply not running code on the main thread. The power of one of those threads seems to be on par with perhaps an older xeon? From around 2014-2019 at least but i could be wrong. Mostly got this deduction from the fact that server threads seem to be around 2x slower than one of my CPU cores (14700k specifically). But this is a bit besides the point.
So for short, what im trying to say is that while scalable memory is great and all, it does not really do much to serve some of the bigger underlying issues of game servers such as the still pretty low 6.4 gigs of default memory (which is the standard we have to build our games around or the servers crash on boot, the scalable memory only does anything IF players can join the game) along with the pretty low CPU performance and limited server thread counts which would only serve to diminish the scalable memory benefits. The difference now is that instead of a game server outright crashing, itll simply stutter/lag like hell.
Either way, this is still good stuff which i would gladly take all day any day. Keep up the good work!
It means that as long as the server is live it will use the serverâs peak player count to determine how much memory to allocate.
So if your server peaks at 10 users during its lifetime, its not going to decrease your allocated memory if the server drops down to 5 users.
In which use cases would the server use over 6.4GB of server memory from the start?
This is some actual PEAK update
Large and detailed maps. Replication and Physics take a gigantic bite out of server memory. You can technically work your way around that by trying to compress as many instances and parts as possible but ultimately when trying to make anything at large scales youll quickly keep running into wall after wall after wall.
In some cases if the game is old/large enough, it may be even possible to take quite a bit out of server memory with simply just the sheer amount of instances present within the server.
Do you think youâll ever expand server limits to like 1,000?
This could not have come at a better time!
If you have memory leaks you should still fix them, if theyâre still there theyâll just take longer to crash your server.
LET*S GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. Amazing update!!!
Ong this is actually fire and memory leaks are less and less!
AMAZING! Thank you!! Hopefully games will run even smoother now.
Roblox servers can now handle 2 more people? Good.
More memory doesnât mean you donât have memory leaks, it means you run out of memory slower
Finally a W update roblox!!!
w servers hopefully will fix some lag
500 petabytes per player when ?
W
keystrokes keystrokes keystrokes
This is great news cant wait to use it
Thatâs such a rambunctious and ramarkable change!