Game breaking lag due to LuaU update!

Have you actually determined the source of this issue? Studio does provide a handy ‘Script Performance’ view

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Rates can spike to 10k-20k but the percentage of the script usage never exceeds 5%

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I’m having the same issue on my game. I’ve had to revert the game to 3 months back in order for it to function properly. Everything you described sounds like my case. I can’t get any details about the issue on the dev console, everything seems normal. But all of a sudden it will begin to lag heavily. It doesn’t crash you instantly, but after playing for a minute or so it will start lagging and within 4-5 seconds of it starting to lag you’re at the point where it’s like 1 frame rate per 6 seconds. I’ve lost several players cause of this issue. My issue however started last week around the 28th of last month.

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Sorry to hear that! What is the place id of the game experiencing network lag?

Also, when you say it will lag heavily, do you mean that Server and/or Client will have very high frame rates?

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I have been running to the same issue with multiple games within specific genres, the issue seems to be on the server and happening after the recent update, most of the time it would freeze the server every 10-15 seconds for about 4-7 seconds at max which can be really annoying for most players, especially within combat games, I have tried checking all scripts within the game to make sure that there isn’t anything on my side however everything seems functional and not a reason to lag the entire server every couple of seconds.

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My game has also been experiencing high lag spikes at random times. My friend who has an empty baseplate game with some items and guns has even experienced lag spikes when doing some tests with a few friends. I can’t fully confirm but I suspect it has to do something with the new particles updates. There would be instances where I noticed mass amounts of particles would appear where I haven’t been. These particles appeared much later than when they were created. Only to appear when it was in view of my screen.

Game:
Clover City [BETA] - Roblox
Friend’s Baseplate testing game:
Latam [Beta] - Roblox

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I don’t think this is related to the particle update. My game has been experiencing this problem for a little over 2 weeks and does not have any particles.

I’ve been talking to a Roblox employee for the past few days and have been unable to make any progress in terms of what could be wrong. Typical debugging methods such as reviewing microprofile logs have yielded no results.

Edit: I just found some particles in my game. I deleted them and I’m still experiencing problems.

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Particles have pretty much always done this, and it’s the same story if you look away from particles spawned via :Emit() (if I recall correctly), and I’m experiencing random network issues across a plethora of games I usually play with no issues. But I do have one thing to note:

Particles not updating until you look at them or are in range of them shouldn’t be overlooked. I once crashed my Roblox after having gone AFK and coming back only to turn around as nearly 4 gigabytes (yes, the 32 bit memory limit) of particles spawned in my face.
Perhaps a system of automatic garbage collection for all particles after their lifetime is up should be looked into, although this would likely impact the original gains in performance the current behavior claimed.

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One of my players found that the Kid Nezha - Roblox was the cause of the lag spikes. I can’t say it for sure if this is causing lag in other games or if other packages also might have the same problems, but it definitely causes lag and may be related.

Within my game this is the only package that will lag and freeze the entire server when using any melee weapons. You have to equip something like the default fist and hold down mouse to charge. Every package I’ve seen so far does not have even the slightest lag except this package. After some tests it seems like cloning the package parts were the cause of the problem. I however cannot seem to replicate it on an empty baseplate. But replicating the parts within my game does lag. Only for that package though.

Game: Clover City [BETA] - Roblox

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Any updates on this? I’m having this same issue happen on my game Defend The Train. When a server is relatively filled with players the game starts to lag randomly with some spikes making the game barely playable. I haven’t updated the game since February 22nd and started noticing this pop up March 5th.

Before this started happening, the game was able to run perfectly fine both during active waves with a lot of things going on and intermissions with not so much going on. Now, the game just randomly spikes at any given time regardless of which state the game is in leading me to believe it’s not something on my own end here.

Performance tabs for me looked pretty normal with no increase on my game versus an empty baseplate. When these spikes on the server would happen it wouldn’t actually appear as some massive one in the microprofiler either even though it lasted several seconds.

In this video the server randomly receives a large spike, hardly a dent on the microprofiler, and then the game returns back to running normally for the rest of the video.

Empty baseplate example showing my microprofiler lookin’ about the same:

I really hope to see this fixed soon as it’s pretty much put any work for my game on hold as we can hardly test anything.

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We’re still investigating - we’ve already reverted a change we thought might be related based on timing, but so far it hasn’t helped.

It looks like the Microprofile still shows a couple of spikes (albeit not gigantic) that seem to occur when the lag does. Would you mind PM-ing me a microprofile dump of the spikes? It might reveal something important.

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Sure thing! I’m not all too familiar with using the microprofiler outside of the basic view so hopefully what I send works well enough but if not let me know and I’ll try my best to send in somethin better. I’ll also include a recording of me and a couple of my testers playing while I leave the microprofiler’s basic view open.

I recorded the video in my reply here at 1:24 PM EST today, I do also have footage of this happening from when I first saw it and a test I ran at the time of writing this. Strangely enough, even with 3 quarters of a server filled we didn’t run into any major random spikes like I was earlier. Regardless, I’ll send everything I have so far if it ends up being of any use.

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It is not network lag. It’s all based on the client. The game itself freezes like the mouse won’t even move. It doesn’t happen instantly, but say a server is full within the first 5 mins it will start to freeze whoever is playing out. And the ping on the whole server skyrockets. So before I reverted it I published the game to a different place since I didn’t want to lose all my progress. Anyways this is the game link of the unreverted version:
https://www.roblox.com/games/8549712012/Zombie-Outbreak-V2

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Changed a few settings to potentially help with this.

Let me know if you still see the problem. We’re also adding a profiler label called “SafeMove” to help diagnose this easier.

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We have recently we have seen drastically reduced crash rates in Twilight Daycare. I am unsure if it is related to your recent change but the timing lines up. Can we have any information about what change was made so I can better determine whether or not this may be the reason for the game seeing significantly reduced crash rate? The crash rates were cut basically in half (culprits were old mobile devices such as iPhone 6)!

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It happened to me as a player last week when playing those games

Syrian Shenanigans
AI War Red vs Blue

The game after some minutes playing would go from 60 fps to ~10 fps or less forcing me to restart.

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Following up!

Could you provide any sort of feedback? Are you still experiencing this issue? @marcus760

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Not lagging as much so its a lot better however I now I am experiencing duplicate chats glitches.

I’m glad the majority of the issue got resolved. However, for visibility, I suggest you make another post on the chat issue, so the process can flow smoother.

Thanks for the update! Closing this thread since the first issue isn’t a problem anymore!

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