Hello all, a game I work on, Victor Valley, is currently a victim of Roblox lag. The memory usage is absurdly high and there are multiple ‘root problems’ it can be, but if anyone has any suggestions please feel free to drop them.
Thanks!
Hello all, a game I work on, Victor Valley, is currently a victim of Roblox lag. The memory usage is absurdly high and there are multiple ‘root problems’ it can be, but if anyone has any suggestions please feel free to drop them.
Thanks!
im aware of the ‘errors’, however, they should not be causing that much of a memory leak. this photo is a bit old and a lot of the errors were fixed. this is just absurdly much.
most of these errors happened when a client called for an event and the event was unable to happen due to a syntax error. (when you first join the game, the memory usage is that high)
As far as I’m concerned, It shouldn’t really cause Issue’s.
I’ve had some game which had Nothing in them, And I had over 2000 MB of Memory Usage
the lag is unreal, we need to find a fix somehow. sadly, i cannot post a bug since i am not at that rank
I had this happen to me.
My fix was that there was too much RenderStepped and Heartbeat events.
So if you have a lot of scripts with RunServices, try to combine some of them sobthere isn’t as much RunService usage.
thank you very much for this suggestion. i look forward to more suggestions
You should look at what the memory is from. That’s much, much more important than just the overall memory.
Analysing Memory with The Developer Console
The memory section of the developer console shows you how the memory is distributed by category.
For example, if the memory is untracked then it’s probably from a memory leak (there is usually a little untracked)
Is your game lagging or does it just have high memory? There are also two types of lag:
Could be basically anything, from lots of highly detailed 3D models to various scripts which may or may not be free models and therefore of questionable quality. You should check for memory leaks in your code, where runtime data isn’t getting re-allocated in main memory due to it being referenced somewhere unnecessarily. I swear there’s a post kicking around this forum somewhere which helps developers to hunt down memory leaks and fix game lag.
Like others have suggested, lots of bindings to RenderStepped where expensive operations are being performed every frame is also not a great idea and this can be problematic for lower end devices.
it’s untracked memory’
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