Memory Stores now offers Extended Service support

Hello Creators,

Today, we are excited to share that Memory Stores now offers Extended Services support. With this update, if you are building an ambitious experience that requires a higher rate of Memory Stores access or storage, you can now push beyond the default limits by purchasing additional Memory Stores access and storage.

With this new capability, we are also raising the default platform limits by 20% resulting in fewer than 60 experiences being affected by either of these limits. To learn more about Extended Services, check out our post here.

Memory Stores is a high-throughput and low-latency storage solution accessible across all servers, and is perfect for temporal and ephemeral data. You can learn more about Memory Stores here.

Memory Stores will have two resource types that may be purchased with respective default platform limits and extended pricing:

Resource Type Default Extended
Request Units 1000 + (CCU x 120) request units $0.003 / 1M request units
Storage 64KB + (D8PCU x 1.2KB) $0.10 / GB per Hour

*D8PCU = Highest point (or peak) of concurrent users over an 8-day period
**GB Hours = consumption of storage multiplied by amount of time. For example, 100GB Hours may equate to “100GB x 1hour” or “200GB x 0.5hours”

Note: Currently, we only accept payments in USD. We plan to support additional currencies in the future.

You can learn more about Memory Store platform limits here. You can view the Extended Service pricing page here.

Set up Extended Services for Memory Stores

First, review your Memory Stores Observability Dashboard (documentation available here) to understand your usage patterns and determine if you require additional Memory Store request units or storage.

To enable Extended Services for Memory Stores, please set up an Extended Services account. Next, proceed to your desired experience and navigate to the Extended Services page on Creator Hub. You may also read the documentation here.

We are excited to bring more support to Extended Services in the future, helping you push the boundaries of what’s possible. You can keep track of services that support Extended Services here. In the meantime, please share your feedback and requests.

Thank you,
Roblox Extended Services Team

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Great to hear! :grin: Can’t wait for other devs to figure out and use extended services. It seems good for how it is. This is just like data store extended services. (i believe, or they’re just the same thing)

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Sigh


I still don’t get it, if only a ridiculously minimal amount of games require extended services - why provide them? Roblox has thousands, hell, millions of games that should pay for them.

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^ @Vanniris Answering your question

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What do you mean that Roblox has millions of games that should pay for extended services? Only 60 experiences total are exceeding the new limits. Providing extended services allows those experiences to continue to innovate at huge scale. I don’t understand what you are complaining about.

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Probably as a just-in-case if any more games go over the limit?

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I fail to understand any use case in which a game requires any amount higher than the limits Roblox already provide. I can understand for DataStores, and as Roblox reports, only 30 games or so surpass the limits. MemoryStores though? And a larger number, too.

What I am saying is that 60 games is a minimal number. Roblox already provides high limits, if they surpass that, I blame improper querying. If not, congratulations, we have a major-scale Roblox game.

I don’t see any reason for Roblox to charge <100 games and then excuse it as ‘extended services’ just because that selection is over the limit - The games themselves make Roblox enough money to pay for their own services at this point.

Don’t think we need this. Just manage your game properly. DataStores? Sure, if you have a sandbox. MemoryStores? Limits are quite high already, I need an example of how you even need that many requests.

How come the amount of games exceeding what presumably are memory stores only got mentioned now?
Will the increased limits also transfer over to datastores or not?
Also, will limits start running on increasingly complicated maths to where nobody can comprehend them or why are we suddenly relying on (not actually) CCU over a certain timespan

Did you miss the part where we had a game with 20 million concurrent players a couple of days ago? Roblox has a couple of insane whales like that, or games with highly unique resource usage patterns such as Clip It. 60 experiences is a drop in the bucket, these are obviously unique use-cases. I don’t think you have a valid complaint. These experiences are still valid. It’s fair for Roblox to allow them to pay to use more resources.

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Roblox can perfectly increase the limits without a surcharge. It is pretty much pocket change for them. Still don’t see why we have extended services.

If a game has that many players it can self-sustain storage costs given the fact that it makes Roblox buckets of money.

Just curious, what are some games using Memory Stores for, that also results in such a high usage?

I’ve never used Memory Stores before, only MessagingService

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This is awesome!

So glad we are in an era where Roblox is supporting games that have usage patterns that exceed the normal limitations of services.

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The free scaling for MemoryStores increased though…

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CC @Kostiskat If a game has a huge amount of players, it’s trivial for that game to pay for their excess service usage themselves. This system needs to be automated, Roblox cannot constantly audit games to determine who is using resources efficiently versus who is not / is using them maliciously, and Roblox cannot provide infinite resource usage across every experience. These 60 games may be unreasonably over the limits, it’s not worth making assumptions about them.

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Even if this is optional, is very good for the ones who need more memory (for slightly details)

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Why can’t they scale infinitely depending on CCU/D8PCU? It seems like a reasonable metric to determine whether a game efficiently stores data or not. Instead there is a hard cap and then you have to start paying.

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What’s the harm in allowing players to pay for extra data if they want it? There are no downsides to this, especially considering that the free tier has just been increased by 20%.

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If you want a downside to consider, being too exceedingly generous with free limits lets developers get very sloppy with usage patterns without considering the underlying costs of those choices, which ends up costing everyone at the end of the day. Think tragedy of the commons.

Putting a price on something is a powerful lever to pull in getting developers to spend at least some effort on being efficient in the extreme cases where they don’t fit the free limits. The 80-20 rule applies: The first 20% of effort is going to get you 80% of the potential efficiency gains so even a small push for efficiency can make the ecosystem a lot better off.

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