Over the past few days, I have received several reports of the map failing to stream beyond the StreamingMinRadius (currently set to 64, with a StreamingTargetRadius of 1024). This occurs even on high-end devices and started happening a few days ago. The issue is present in the live environment.
Rejoining the game does not fix the issue. One person says restarting the device fixes it.
A different person device specs: nitro V, RTX 3050, 8 GB ram, core i5.
Another person provided a microprofiler during the issue: microprofile-20260202-193700 (1).zip (8.5 MB)
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HI @EmesOfficial ,
What experience is this issue happening in? What’s the rough volume of reports and are they primarily high end devices? Thanks in advance and hoping we can resolve this quickly!
Also, when it happens again could you ask the user to enable the streaming debug ui (Shift + F3, then Shift + 1 until you get to the streaming one). It will provide a lot of useful info.
Of cource, I’ll try to get it ASAP. This is the experience in which the issue is appearing: San Aurie - Roblox
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@boxheadedperson Hey, I’ve got some additional information. 3 people have responded, 2 of them play on max graphics, one of them plays on mid graphics, so it’s not only high end devices.
There has been around 8 different people reporting overall.
One person experiences this for a few days every time he joins the game.
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@boxheadedperson I may have a theory why people experience that. The issue is timed with a period when 4k textures are being released and every texture that was previously capped to 1024x1024 will render in its original size, which can take much more RAM. I don’t believe there are any texture higher than 1024x1024 in the game, but I cannot be certain. I’m trying to figure out a way to check that, currently I am unable to find any way, even using scripts to find textures with higher resolutions than 1024.
local property = {
Texture = "Texture",
Decal = "Texture",
ImageLabel = "Image",
ImageButton = "Image",
SurfaceAppearance = "ColorMap",
}
print("STARTED")
local t = 0
for i, a in pairs(game:GetDescendants()) do
if property[a.ClassName] and a[property[a.ClassName]] ~= "" then
if workspace:FindFirstChild("STOP") then return end
local imageAssetId = a[property[a.ClassName]]
t = t + 1
print(i)
task.spawn(function()
local imageSize = AssetService:CreateEditableImageAsync(
Content.fromUri(imageAssetId)
).Size
if imageSize.X > 1024 or imageSize.Y > 1024 then
print("Image bigger than 1024: ", a, property[a.ClassName], imageSize)
end
end)
end
end
print("FINISHED")
This is what I came up with, but editableImages don’t support resolution bigger than 1024, also some textures are not owned by me, so can’t be checked, and third I’m getting rate limited
Thanks for the screenshots and helping us debug!
We are actively investigating this issue and will reply here when we have updates.
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