Create a place, and add a lot of images. Parent them to the workspace, close studio, save, and restart your PC to clear memory. Go into the place file.
It’s worth noting this happens to every developer on the game as well - this is not limited to my PC.
Expected Behavior
The game will load as fast as it should, like in the Roblox client.
Actual Behavior
The game will be completely lacking of meshes, lighting, skyboxes, stock textures, and images, and sometimes even crashes. Sometimes it may not even load at all.
Specs: Intel core i5-10600KF, GTX 1660 SUPER, 26GB memory, although this is not limited to me. Issue Area: Studio Issue Type: Performance Impact: Very High Frequency: Constantly
I haven’t had this issue in my game in specific, just takes forever to load Studio, sometimes deciding not to load at all, which I forgot to highlight in my post.
The crash is very rare, only happens a few times. I don’t have very many unions, but a ton of decals which load very slowly, and not that many meshes, although they don’t load until images do.
What OS are you running? Just curious since I do notice a difference between running Windows 7 and any other windows version on the same PC when it comes to Roblox stability.
Does Roblox Studio exceed 4GB of RAM usage when this happens? You mentioned is happens all the time now, so even just a fresh load in Studio and then a crash? Also, you mentioned MacOS, so is anyone running an OS other than Windows 11 or MacOS?
I took a quick stroll through the game, so many questions.
First, what type of images are you using (png, jpeg, etc?) Second, are you statically loading all of those humanoid models or dynamically in Studio? I was only seeing around 2GB of RAM usage in game, but that was just in the area around me. I noticed everything was loading dynamically, so that keeps the memory usage under control.
I didn’t explore the entire game, but from what I saw, if you tried to load all of this in Studio, it would probably crash due to out of memory issues.
Also, the client keeps complaining about rbxassetid for 0, which won’t technically exist, so not sure why it is referenced so many times in the client log.
Ok, sounds like a Studio issue, thanks for answering all those questions
Next question, the png image files, are they all compressed or are you using full-size uncompressed images, layers and all? Are all of those images visible while moving around in Studio?
Another question, so using Replicated Storage for client access, so in Studio you don’t have hundreds of humanoid models out there while trying to move around correct?
Ok, so I’m thinking about the images now. You mentioned the long load times and the images are probably the biggest objects to load. Could you post a link (or attach here if it lets you) a single raw image file used in one of your booths already in game for example that you place behind the humanoid models when your character can go out and blast them. I know Roblox already tries to do some compression on png image files, but I’ve found it very lacking compared to some other compression tools out there.
[edit:] I think the assetID will work too, I can probably scrape the file that way if you prefer
[edit2:] Ok, after trying to scrape the file via assetID in my own game, all of them are sized to 420x420 using Roblox compression on the website and not the actual in game file, so assetID won’t work I’m afraid