This is so good!!!
Awesome, more memory allowance will be very beneficial towards the creation of more complex experiences. On the topic of memory leaks, could we possibly see a more explicit description of memory categories? Currently dealing with a leak that is resulting in “CoreMemory/default”, “CoreMemory/replicationCoalescing”, and “UntrackedMemory” constantly increasing (until the server crashes), and so far I’ve been unable to determine what types of actions are contributing to each category.
I think it is crucial for Roblox to modernise the tools developers have to trace bugs, especially the memory categories and the ability to see what specific processes and instances are contributing to them and to see a breakdown of usage into those specific processes and instances rather than a combined total.
this.
And crash breakdown reports. Similar to minecraft, make it so that whenever a client crashes then a local log will be sent to the developers which can outline which script may have caused it, % script process usage and so on and so fourth.
This would make development & debugging a whole lot easier and I think it’s exactly what we need.
OH MY GOODNESS YES IVE BEEN BEGGING THIS FOR A WHILE BRO THANK YOU! seriously this is amazing. i have a big realistic game and our assets are hefty, this is a life saver.
AWESOME!!! I never knew the size of server memory before, but having access to more server memory opens up more possibilities like having more enemy AIs spawned at once, more detailed map builds and larger maps! Thanks Roblox!
Where can I find the documentation on server memory size, and how it’s calculated? I never knew server memory was capped at 6.4 GB originally, so documentation will be good information for me to have going forward.
I dont like the word memory leaks. Does that mean there are built in C++ memory leaks the roblox developer cant control?
I always asked how to preserve memory with tips and tricks and suggested how it should be raised for us in higher-fidelity games.
No more of this now lmao, thank you guys seriously!
LET’S GO! THAT’S WHAT I’VE BEEN WAITING FOR!
I might be in love, to be honest.
Yeah I’ve seen this post, this isn’t the only situation that causes UntrackedMemory to increase. It generally increases as your game increases its total allocation of system resources, however the engine either isn’t redistributing the resources, or there is some other factor resulting in the engine opting to acquire new resources instead of utilizing its current memory pool. Hoping we can get more transparency from ROBLOX here.
What they mean is memory leaks made by the game developers themselves, not Roblox. Something like the following code:
while true do
-- create a part
local part = Instance.new("Part")
-- wait a bit
task.wait(2) -- better than wait(), guaranteed to wait exactly that length of time
-- "destroy" it
part.Parent = nil --bad practice, the part still exists in memory. Use :Destroy() instead, which will actually remove it, or use Debris:AddItem() to remove it after a certain time
end
While this code isn’t good, it may now take longer to crash your server since there’s more RAM to fill.
interesting. Yeah, the only clarity I have right now with Untracked is that its just memory that can be used later. I think GC related memory leaks contribute to the number as well. I definitely agree there should be more transparency on not only Untracked, but the other categories as well
Your minimum available memory will not go below than 6.4GB.
Yet another great Update by Roblox! Thank you for continuously improving the platform, and have a great day/night!
Could you clarify what “VC” means? You can set >50 player servers today.
So there are specific signals that allow for more memory. Is this estimation based on the amount of complex calculations an experience does and decreased if it doesn’t need a huge amount of ressources?
But in general, great that more memory is offered.
Our goal is to provide this for free.
We have no current plans to penalize or reward experiences based on their server memory use. Client cash rate is one factor in the ranking algorithm, though.
VC stands for voice chat, like something.