The way this is stated makes it sound centric to streaming. Is this just as helpful for testing games that don’t use streaming, or use a custom form of loading in-and-out like Bloxburg?
Will this give an accurate view of what it’s like to play on a device that crashes irl on my games due to memory issues? The Iphone 4 is filtered in my game, will I be able to learn through studio what point the device tends to crash?; Can this simulate a memory crash when it would actually occur, in other words?
Has the 200MB target memory finally been reevaluated in this release? Or will it continue to serve as a confusing catch all, inclusive of the lowest devices imaginable that informs me a baseplate is too much memory? This is source to what @Razorter said in an above post: As a Roblox developer it's currently impossible to hit the 200.00 MB memory target set by the performance stats - #4 by MrGreystone