I think it would be nice to know what CPU Models are being used in the servers and how many core(s) are allocated to each server. Also with the new increased server memory, is there a way to tell how much memory is allocated to a server?
Another suggestion is being able to get Server Region aswell rather than having to use HTTPService as it’s quite inaccurate sometimes.
Maybe overall create a new service that has detailed information about the server which has details such as CPU Usage, RAM Usage, RAM Allocated, Server IP Address.
We’re working on a project which allows team based battles between hundreds of players in a single server (designed for 512 atm), to accomplish this we created a custom replication system which utilizes the new buffer and unreliable event objects alongside bit packing and client simulated characters alongside other careful optimizations at negligible tradeoffs. On release this project will likely be the first of its kind at this scale on Roblox or any other engine.
After thoroughly stress testing, the only factor preventing us from reaching this goal is the hard limit of 200 players per server for those who aren’t enrolled in the beta program. (Of which enrollment is now closed)
Yeah… I stopped watching the 700 Character enrolment program several months after I signed up as a Beta tester (+2 years ago).
Seems Roblox only lets a 0.00001 fraction to use that scale of players.
It’s harder to program a game without knowing the limits… so I stalled.
I regret to inform that these experiments may have caused games which used the 700 player server size method to increase memory caps, to revert back to the strict 6.5gb memory cap.
This has already crippled one of my games which uses said workaround.
Thank you, this may be an interesting resource to look into! Sorry if this is the wrong place to suggest it, I figured it would be relevant for testing RAM use.
[Update] - We were made aware of a memory limit regression to servers with >200 max players. To prevent this, we have pushed a fix to respect the old limits.
Thank you and please keep the feedback and comments coming!
Very much appreciate your giving feedback; posting feedback/bugs in the proper forums trigger internal processes to make sure we address it correctly. I try to flag things people call out here to the right folks, but I want you to have a safety net in case I miss something so that we capture your feedback!
Might something like this eventually be possible for CPU/Networking as well? I have concepts for games that could easily target 200+ players moving around in various vehicles all across the map. Right now current servers and default physics replication make this a difficult feat to accomplish without tons of lag. I always thought the ability to rent out ‘high powered’ servers would be good, for when someone might want to host a limited event with tons of players that a typical server might not be able to handle.
A 1;1 recreation of northern new jersey and its transportation network. It is a fairly large game but as of recently its been impossible to play the game without the server crashing with more than 5 people.
Thank you Josh! That’s very fair about using the internal automated systems in #feature-requests and #bug-reports! I am unfortunately unable to use either channel even after sending join requests to the AllowBugReports and AllowFeatureRequests groups, so I can’t share any ideas using the internal processes of the forum.
Update: Despite 0 changes in the game since august 8th/now nobody can even play the game while giving a “server shutdown” or a connection attempt error message
Has there been any changes to memory since? The last change I experienced was the max memory limit being decreased from 6880 to 6640 on one of my games and that’s all.