It is a really good update, it could help developers to fix lags in them games for people who have a low end device (me and a lots of people). I am really glad Roblox keep improving to reduce and to help people reducing lags in them games.
Being able to create presets with custom memory will definitely help when testing for lag on older devices, which will be really helpful for larger builds.
This will show you how your game will behave when ram constraints occur, not tell you the actual framerate of different devices which you can at best only guesstimate due to the huge amount of different hardware configurations existing.
I like this update because it now gives us the capability to test streaming more effectively, but I have never used streaming because we cannot tag items which we do not want to stream out.
Right now, if I have a model with multiple parts, I would have to add a bunch of events for ChildAdded or CollectionService tags and check constantly if these parts exist. There’s no guarantee anything exists and that kind of sucks programmatically.
I like that Roblox is pushing Roblox Studio updates that improve this feature, but ultimately streaming needs an API expansion to grant more programmatic control for game devs. The newer Player:RequestStreamAroundAsync
method is pretty neat, but still fails to address what I mentioned earlier. Something like a StreamingService with methods to ignore / prioritizes streaming would be interesting.
It’s not mine is 8, I think they are just taking an estimated % guess?
I was recently thinking about if I were to make a high quality game, I wouldn’t want to make it available to mobile players since it would be too hard and expensive for me to test the game on every device possible plus I would have no idea on how much it would lag for a mobile player.
This new feature is great, now nobody has to deal with the pain up above!
Free PC RAM! Let’s gooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo!
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
Eyyyyy! I no longer have to worry about mobile users complaining that my GUIs cover their screen because they are using small phones (Not sure why these days but whatever, to each their own )
Sounds like a really unique feature I’m about to test it right now
Game changer for me, honestly. I don’t have any devices with the memory of something like an iPad Mini, so this is gonna help me make my games way more accessible
It seems like local parts are being streamed in this testing environment. My game uses StreamingEnabled and heavily relies on local parts that are not streamed for a lot of its features, but the emulation seems to not take this into note.
Any plans on if this could be changed so local parts do not get streamed, just like in live Streaming Enabled?
A PC RAM and a mobile device RAM’s have really big differences on performance. I’m not sure how Roblox manages RAM but if it’ll be a big difference, it’d be really good to see something for simulating it in there.
I’ve been noticing a slight ‘bug’ when I’m using device simulation on a game with streaming enabled. It seems that when I use RequestStreamAroundAsync before teleporting a player, I notice a huge delay. Without the timeout parameter, it could take up to 30 seconds. This appears to only happen in studio and when I’m simulating any device (such as HD 1080 with 8gb of ram or a iPhone 6 with ~250mb of ram)
Testing in the actual place with the actual devices (such as iPhone X, fairly beefy PC, etc.) the delay is about 1 second at most, which seems to be normal. Am I missing something? I might try reinstalling Studio and see if that works.
Hm, I am unable to reproduce this bug… Am not noticing any delay. Could you try reinstalling studio and let me know if you continue to run into this issue?
Are your local parts descendants of non-local parts? This is the only time your local parts should be streamed out.
I have two instances I can describe of this happening.
In the first case, I have two menu parts which I move from ReplicatedStorage to Workspace through a LocalScript. However, when testing with devices that have a lower memory count and Streaming Enabled is on, these parts disappear from Workspace (which I presume is from being streamed). This does not happen in any other scenario and doesn’t happen with devices with higher memory counts such as an average laptop.
In the second one, I have two folders in ReplicatedStorage, each being a tram. I use a LocalScript to parent these folders into Workspace. However, they seem to be streamed in and out depending on how close I get to them. Their positions are also handled by a LocalScript.
Great feature! But I have issues using this, because it doesn’t remove the pause from the player’s physics using the setting StreamingPauseMode
in ClientPshysicsPause
I have tried it in other places and it gives me the same issue. Do I have to reinstall Roblox Studio?
Thank you for reporting this! I have reproduced this and am looking into a solution
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