Increase server memory or provide better memory tools

Yeah, I think 100+ max server size doubles it. However, most games do not go that high. I would love to see an increase in server memory limit in 2024, would not complain!

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This is extremely needed, especially for huge and realistic games. I’ve been struggling with the 6GB memory cap (since my game is… huge) to the point where I have to start limiting the number of players per server.

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Can you still increase the maximum server RAM from 6.25 GB to approximately 12+ GB by setting the main place player limit to 100 instead of 700? Also, is it advisable to teleport players to a different place as soon as they join the main place that has a 100-player limit, allowing the new place to have only 30 players while also benefiting from doubled RAM capabilities (Without needing to implement a custom server list system but instead let roblox handle things)? I urgently need someone to provide me with information on this.

I can’t say for sure that memory is bigger for larger player servers, but I’d assume they didn’t change anything so most likely yes.

Using those servers, and artificially limiting player counts using custom matchmaking is a hack. It might work now, but you can’t expect it to keep working forever. For many games a custom matchmaking doesn’t make any sense.

Definitely not advisable in my opinion.

If you don’t use custom matchmaking, only solution I see is to keep track of servers (MemoryStore). If the player they join through the website is too full, teleport them to another public server that has free places. If there’s no free server, reserve a server and teleport them there.

Should work theoretically, but keep in mind you will be removing/breaking vital features like joining friends.

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Roblox servers have plenty of ram for a big game, you just need to know what you’re doing. It’s much better now than it was years ago.

Roblox implemented a feature to be able to join friends across places, also some 10k concurrent successful games do use a custom serverlist in-game, also the benefits of having a custom serverlist is allowing more controls on which server to join and even naming it and many more but it’s up to the developer!

I just needed to know if the main place had 100 max players count, it would double the max ram for its other places that have lower than 100 max players.

If you had read the post you would not say that

I checked out the game you brought up in the original post, Frontline: Karelia. If you are somehow maxing out server memory then you are doing something wrong.

The maps seem to be using Terrain and props scattered across battlefields. Please look into some optimization techniques and I can guarantee you this game will never hit anywhere near the server memory limit.

Not sure how you are getting 1700MB for PhysicsParts in ServerStorage. My highly detailed FPS game which is comprised of mostly PBR and high poly Mesh is not even close. You are def doing something wrong.

If I check in studio with all the maps/weapons etc loaded in my PhysicsParts are only showing 149MB


In studio, accounting for both client and server (since they are combined) I only reach 3Gigs of memory

If you could post more details on how your new update is somehow maxing out server memory I may be able to help.

What tips do you have for optimizing PhysicsParts? I could use a bit of a reduction.

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Interesting. Since roblox updated their mesh & unions memory allocation I havn’t reached 6.5 gbs anymore. I also did some optimization techniques because there were some memory leaks. However, I can assure you that on an empty baseplate, simply dragging the whole map in the ServerStorage folder and hitting play is enough to fill roblox’s spatial octree despite the map only being in storage and not loaded at all, which is the main Issue I have. On top of that, unloading the map (I’ll reiterate that the loading process is not a move of all parts, but a clone of the map, and unloading is a destroy) puts all of the meshes right into Untracked Memory, which I can assert is simply Roblox’s cache, because as the same map is reloaded, untracked memory goes down, but if another map is loaded, untracked memory usually doesn’t move.

I obviously made sure that the loading portion of the code doesn’t have obvious memory leaks, or some sort of connections that aren’t unbound. However, now you’ve got me genuinely curious, because if what you are saying is true, it means I may be taking something for granted, or missing some subtlety entirely.

Can we maybe exchange socials, have a discussion in private and go through what you do & what I do, in an effort to narrow down the issue ? I’ll make sure to come back to this conversation and properly post the fix if one is ever found, because from what I saw with the other replies, a lot of other developers have this issue as well.

PS: That game of yours looks stunning, nice work !

Have you tried reducing the CollisionFidelity of your meshes? I believe that’s what the PhysicsParts category is tracking, the collision meshes and other physics information.

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Doing that may also lower the place file size by a lot. I was able to get the file size on my game down to 12MB from 115MB.

Hey! I’m curious on what you do to optimize server memory? What’s your discord? I’d love to talk more.

Sorry for the really late reply. You can find it on my group page “Artefact Pixel”. Don’t hesitate to send me a DM directly as well.

Just DMed you! my discord is rapidlyy

If you aren’t doing it already, all body parts (aside from the torso, and probably the head) can be completely client only. That’s a lot less moving parts on the server for every player you have. Especially if you’re using R15. Obviously this changes things in a major way for your game and you’ll have to script things in a different way, but it’s worth it. Very much so.

You can take it even further, all static models (even non-static, but that gets complicated) on the server can be done entirely client side as well. Instead of having a copy of one model in 20 different places on your map, throw that model into replicated storage and let clients know where that model needs to be placed in the world. I even do my tools/armor/clothing entirely client side.

In my games, on the server side, it mostly looks empty with a lot of torsos with heads jumping around.

I take optimization very seriously.

I used that client-sided method a little while ago. It did reduce the server memory, but at the expense of lower general FPS since it would always be loaded in. I’d love to talk about this further, do you have a discord I can DM you at?

We can now all be at peace. It’s finally being added!

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So far after reading this long post I can assure that this is an awful way to run game. Huge detailed maps shouldn’t be stored in ServerStorage, instead new servers should be created with specified map. That’s why it’s called “ServerStorage” it is a storage for a specific server, it is not games/maps storage what you’re currently attempting to do.

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