Ohhhhhhhh. Can I expect this to work with MaterialVariants and SurfaceAppearance (specifically in a humanoid character context)? A big worry I have with my game is with the memory footprint of textures and materials used for custom characters, since my game is a practically infinite content treadmill of custom characters. Would this use-case be covered?
I believe Team Fortress 2 has this.
Can we too enable texture debug ? The Red, Yellow things for some test?
Will you guys be considering adding streaming to stuff like surfacegui and billboardguis?
No, youâre actually wrong there. Roblox does not want to support anything legacy. In fact, they want to depricate and remove it as much as possible.
Well thatâs suprising.
Yeah, I donât think it did improve much for me in Blackhawk Rescue Mission 5 (BRM5) in my Samsung Galaxy M12 phone (max graphics quality level). The phone has 4GB RAM by the way, and all background apps were closed while priority mode in Samsungâs game booster was enabled when this screenshot was taken. Iâve taken this screenshot almost 5 minutes after the game has loaded.
This is how the same scene in the same game in the same graphics quality level in contrast looks like in my laptop (Acer Aspire 3 A315-57G, I7-1065G7, MX330, 8GB RAM).
The Modern City Map template is nowhere near this gameâs (which is considered one of the most memory intensive games on Roblox) or other memory intensive games capacity and detailness, and thus isnât a very good benchmark for the general state of Roblox games when it comes to memory usage, detailness, capacity, etc.
I really think that itâs completely unrealistic to have a goal to run most Roblox games nowadays smoothly on low-end Android devices with 2GB RAM, and it isnât even realistic for phones with 4GB-6GB RAM and thatâs if you want to have a great playable experience playing these games and not just to have them work and to not crash. So I suggest you to drop this goal and up your expectations and to get more realistic.
Overall itâs a step in the right direction, but neither this, nor SLIM, nor instance streaming, nor mesh streaming are or will be the magic solution unfortunately, and I donât think anything thatâs currently in the works will be.
Also, I would suggest looking into the memory usage of fonts and other Roblox CoreScripts that game developers have no control over whatsoever. Fonts consistently in every game take up ~40MBs which is quite a lot for them. No other app or game has itâs fonts take up this much memory. It seems like some things are getting loaded unnecessarily here.
the best updates are those that improve optimization, thanks roblox!
can we please have the texture streaming side by side thing as a visualization mode? it would be pretty cool to have
classic pants and shirts are already crispy enough where we donât need streaming on them because theyâre already low quality
This is something I have been waiting for since the day you guys rolled out PBR textures!!! I hope the performance increase is noticeable on larger projects like what I have cooking up!
The rollout will take some time to reach everyone. Did you see little improvements or no improvements at all? It might be that you are not yet on the texture streaming system.
PLZZZ GIVE US RESAMPLEMODE FOR TEXTURES DECALS MATERIALS ETC too!!!

I canât honestly fully tell right now, but Iâll have to say that I havenât noticed any improvements at all.
Do we have any dates for the rollout, what dates it will be rolled out for each device type
really nice change! are we going to be able to force an asset to load at highest quality? for example if you were far away from the start of a cutscene, I would like to force load the important parts to avoid blurring for a few seconds until high quality assets hit the client, it would just be really nice to have more optimization controls in the hands of developers so we can mold these systems to the needs of our games.
It likely wonât work due to differences in players network speed. Iâd recommend adding black screen fade-in and fade-out effect for transition into cutscene, just give black screen transition enough time to load the assets with textures.




