UntrackedMemory
is the memory Roblox engine doesnât track and cannot attribute to any source.
If we could categorize some part of it, that part will stop being included in UntrackedMemory
.
UntrackedMemory
is the memory Roblox engine doesnât track and cannot attribute to any source.
If we could categorize some part of it, that part will stop being included in UntrackedMemory
.
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.
I have made a bug report here: Server Memory Cap for 700 player servers reduced to 6.5gb from 12.5gb
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!
Testing it on my game and it crashes at 6880MB. Definitely up but not enough for my game!
Hi, what are you working to build?
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 âhigh poweredâ 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 for the feedback. We donât have plans to share at this time re expanding CPU/networking, but your input helps us determine roadmaps.
Thank you Josh! Thatâs 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 canât share any ideas using the internal processes of the forum.
Is there any API or method to get the value of the maximum server memory and memory usage?
Perhaps itâll be useful when it come to my mining game.
Update: Despite 0 changes in the game since august 8th/now nobody can even play the game while giving a âserver shutdownâ 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 thatâs all.
Thatâs true. I was playing a game that I made with my friends, and after about 10-20 minutes, everyone starts to lag and about a minute later, the whole server shuts down on its own. I first suspected it of being a virus or my game being DDoSâd, but upon closer inspection, it doesnât seem to be any of those problems. This issue is taking a hard toll on my group, since we canât even play the game for a short period of time without having the server shutdowned automatically for the whatever reason.
You probably have a memory leak in your code, which is extremely common (usually itâs not your fault, its an issue with scripts holding references to objects after you donât need them).
Could you give me an example of such leaks?
Has there been any improvements (or experiments) so far on server memory?