Hello developers, I have a game that recently has been subjected to several lag spike issues. I have received countless reports and yet have little to no avail in investigating the cause.
Apologies for the slightly off-topic placement, for some reason I’m locked from posting on the platform & engine topics.
The Problem
I have used multiple opinions from experienced and trusted sources, and the best I can come up with is this screenshot here with the Microprofiler.
There seems to be some kind of “Physics” and “runJob” stalling going on causing the frame drops and server crashing.
For physics I am unsure as how to this would be possible as almost everything in my game runs as CanCollide false and Anchored true and is Tweened to whatever destination it has. Seldom does anything interact with actual physics.
As for “worker runJob”
I read a post in which Clonetrooper1019 states
To my understanding, its just the label given to the C++ backend worker threads, and isn’t specific to the problem you’re observing here. In terms of what the scope actually breaks down to, your problem seems to be that a lot of collision detections are going off at once.
And for that case, there are only about 4 scripts that actually listen to the .Touched event, and even so do not fire often or even at the time of the lag spikes.
Scripts run optimally and nothing goes above 2% activity or over the rate of 45 per second on uncommon occasions.
I could really use the help, my community and I would greatly appreciate it, thanks!