Graphics Level 3 causing IMMENSE LAG on mobile

Not sure why this is, but when on mobile, changing my graphics level to 3 or above will cause immense CPU spiking and result in abysmally low frames. This does not happen on graphics level 1 or 2, and did not happen months ago.

I am not sure when this issue began, but it was not a thing before and definitely not a device problem. Tested on an Android phone.

GRAPHICS LEVEL 3:
microprofile-20241027-055750_FlamegraphCpu.html (632.4 KB)

GRAPHICS LEVEL 2:
microprofile-20241027-060040_FlamegraphCpu.html (606.7 KB)

DIFF BETWEEN 2 and 3:
microprofile-20241027-060040_Diff.html (670.4 KB)

The CPU/GPU usage spike occurs specifically on Graphics Level 3; the usage only increases by 10ms from the value at level 3 when I set it to the maximum (10). Setting the graphics level to 3 effectively increases CPU usage by nearly 70ms.

Tested on a private server in SCP: Roleplay - Roblox

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I’ve also had this issue. I think it has to do something with the new android future lightning update.

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for some reason, graphics level 3 with future lighting, in the background it seems to do future lighting calculations, but doesnt render them.
this needs to get fixed asap

edit: i think the lag is most;y cuz of shadow calculations of lights other than the sun

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fun fact: future lighting actually makes roblox run on android muuuch better, but for some reason i dont have it sooo… its laggy, even in simple games such as kapis rock n roll

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It has always been like this for me, even before the Future Lighting client beta update got launched for Android. The maximum graphics quality level that I can play with is mostly 2 due to this issue. The CPU/GPU frame time usage gets a lot higher the moment the graphics quality level is set to 3 from 2 for some reason resulting in immense lag. I am not sure what is being done or enabled in graphics quality level 3+ that causes this.

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Where did you get this fun fact from?

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The attached file looks like a flamegraph for graphics level 2, not like a diff between level 2 and level 3.
To get a proper diff, you need to compare two HTML files with the original dumps. Yes, this can be confusing because, in addition to the dumps, there are also derivative files with the HTML extension, and the diff tool won’t say much if it can’t read any of them for comparison.

A successful diff should look something like this. The blue highlights indicate what takes more time at graphics level 3. It’s better to select “Comparison: absolute” at the top to avoid highlighting irrelevant things.

microprofile-20241027-060040_Diff_(Fixed).html (1.2 MB)

But yes, it does look like the CPU is waiting for the GPU to finish its work for an incredibly long time.

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vulkan > opengl
this is what made it run so good

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I would like an update or an investigation to this issue, it is still occuring and is preventing many of us to play Roblox on any graphics quality higher than 2 on our Mobile devices.

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I’ve noticed that the ping significantly increases when setting the graphics quality level to 3 alongside the CPU and GPU usages for some reason.

Also this is just what appears in the Microprofiler taking long frame time, it’s not clear to me what this is or why it’s taking a lot of frame time.

Also it seems like the download and reload options in the top left bar were removed for some reason, I have no idea how to download and send the Microprofiler log. @ZenMa1n

image

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Thanks for the report, I’ll recheck it. In the meantime, you can save the opened dump with Ctrl+S -> "Webpage, HTML Only".

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UPD: I found the core reason – there were changes in the local asset reading functions on Android that caused Microprofiler to be unable to read the up-to-date HTML viewer templates, falling back to the legacy (~1 year old) viewer mode. I’m working on a fix.
UPD: Fixed.

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This critical performance issue is still occuring with no signs of any steps taken to investigate it or address it or even if it is known to the right team(s) or not.

This is still an issue. It’s nearly impossible to play at graphics level 3 or higher on mobile for me.

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Same thing in here. Seriously, why is there zero communication from Roblox about this issue when it’s a high severity performance issue?

Thank you for reporting this issue.

I apologize that we haven’t replied with an update / reached out for more information. We will try to do better in this regard moving forward.

I am getting the right people to look at this to hopefully get its priority elevated. In the meantime, could you please send over a repro file? Feel free to send it via a private message.

Thank you in advance :pray:

2 Likes

Hello @m0bsterlobster,

While I don’t have a repro file and can’t make one because I don’t know what’s causing these spikes, I can send my Microprofiler logs where I can reproduce this issue in some games, maybe it would help in diagnosing and discovering the root cause of the issue. Just to be clear, the issue don’t happen on all games when the graphics quality level is manually set to 3+, it only happens in some demanding ones, and interestingly enough, all of them use Future Lighting.

-Promidius Games Granny:-
Graphics quality level 2:
microprofile-20250701-112851.html (1.9 MB)

Graphics quality level 3:
microprofile-20250701-113033.html (1.4 MB)

-Doors:-
Graphics quality level 2:
microprofile-20250701-113558.html (2.2 MB)

Graphics quality level 3:
microprofile-20250701-113956.html (1.3 MB)

-Blackhawk Rescue Mission 5:-

Graphics quality level 2:
microprofile-20250701-114234.html (4.1 MB)

Graphics quality level 3:
microprofile-20250701-114431.html (1.9 MB)

Before this issue happened, I used to be able to play Doors fine on graphics quality level 5 as the maximum playable level, while I was able to play Granny fine on graphics quality level 3-4, as for BRM5, at that time it wasn’t playable on Mobile due to its devs not adding support for it initially. I think this issue started happening around when Future Lighting was being tested for Android as a beta feature.

While I understand that Future Lighting is demanding and might even be as far as unusable in graphics quality level 4 at the worst conditions, it’s not supposed to be enabled in graphics quality level 3, so what’s the reason for the lag?

Hello,

I have a tester for our DeliveryIndustry games who is experiencing the same issue as the author of this post. They don’t have microprofiling tools enabled, but I thought I should let you know.

Their devices specs:

Brand: Samsung.
Processor: Snapdragon 8 Gen 3.
CPU: 8 Cores | 3.39 (GHz)
GPU: Adreno 750 | (1 GHz)
Model: S24 Ultra.
RAM: 12GB + 8GB VM.
Storage: 250GB.

That’s interesting because I can’t reproduce this issue on a year older S23 Ultra. Though, if I had to be honest, it kind of lags a lot when you play at graphics quality level 8-10 in demanding games that use Future Lighting. I highly doubt it’s due to the hardware.

1 Like

It seems like the issue is only occuring on Snapdragon devices. It happens on my Samsung Tablet with Snapdragon 695 but not on my Samsung phone with Helio G99, testing on same exact game and same exact map. Only happens on future lighting games though.