Worker count capped at 3 in-game

While working with Parallel Luau recently, I noticed that I can only have up to 3 parallel workers in-game, but 8 in Studio. In the past I could have 8 in-game.

I am unsure if this was intentional, but it drastically reduces the benefits of Parallel Luau, as you can see by the FPS difference in the following video:

In-Studio:
Actor Test.rbxl (56.3 KB)

In-game:

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Not experienced with parallel luau, but this might be relevant.

Not any more. It’s hard capped at 3. And also player count does not effect server worker threads any more. It’s capped at 2 now.

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Studio still uses the default 8 workers


While In game its only using 3 workers

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afaik this is the timeline of events for the worker count.

A year ago: Server worker capped at 2, Client Capped at 8.
A few months ago: Mobile Clients decreased 8 → 2
Recently: Mobile Clients Increase 2 → 3. Desktop decrease 8 → 3

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This is false. It was always capped at 8 for client and 2 for server. Now the client has reduced down to 3. It does not matter what cores/threads your CPU has.

Studio is still at 8 as Haotian said.

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I believe this post is talking about a cap on Server workers, however what does not make much sense is that there is the hard cap for Client workers is at 3 instead of the usual 8.

Thanks for the report! I filed a ticket in our internal database and we’ll follow up when we have an update for you.

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Hello, sorry for the bump. Is there any update on this? I have a heavy actor-focused system that is affected by this.

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Hey, please get back to us with an answer; my rendering solution is viable under Studio with 8 workers but the live client being limited to 3 kills any potential performance I can gain from this.

I already have optimised the screen space to the point that I am rendering 1 out of 8 pixels every frame with minimal artifacting, and I intend to create optimisations / caches in other spaces, but for as long as this worker limit is in place on my 16 core CPU, I will never be able to push the full potential of what I am working on.

I also believe this worker limit is why a lot of folks simply don’t bother getting involved with Parallel Luau, despite the obvious potential.

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I ran into this same issue. This is a huge blocker for my game as I need to be able to properly utilize parallel luau for my performance intensive application. Please fix!!

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Honestly idk why Roblox doesnt dynamically adjust max worker count and just put that value in the Stats service,this way folks who have 2 cores like me wont bring down people who have more and want to utilize them fully

Since there are 4 vms per core and each core can be represented as a worker, that means to get the number of vms you simply have to do StatsService.MaxWorkerCount * 4 (if this is implemented)

Sorry to bump this again, but I’m actually measuring 6 workers being available on mobile for some reason. It seems like the cap might not be active on mobile? But, on desktop, I can validate that there does seem to be an artificial limit of 3 workers (my macbook has 10 cores but can only use 3 for actors in game, 8 in studio).

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Hey, it’s been 4 months since this faulty behaviour has been reported with no explanation as to why the behaviour of this system changed unexpectedly.

This is a follow up to my last update request 2 weeks ago.

Would really appreciate if you gave us an update on fixing this issue.

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