Thank you for the extra information.
Based on your profiles above (where “smooth” means not a lot of frame rate invariability)
Granny - smooth
Da hood - smooth in general, here and there a frame drop due to FastCluster invalidation (which is being worked on, see previous poset)
Multicrew Tank Combat 4 - bad frame drops due to moving a lot of instanced clusters (see the updateInstancedClusters marker in microprofile)… this is something that we’ve been wanting to fix for a long time, it is basically a problem with the way the content is authored… each tank contains many many small pieces and it all moves at once… this does not play well with our caching system. This type of issue happens on a very small subset of games, so it isn’t the highest priority for us to fix (though we’ve had it on the plan for multiple years now)
Cart Ride Delivery Service - smooth
Doors - smooth
Brookhaven - smooth
In general though, I don’t think it is a surprise to anyone that there are performance issues here and there with the engine… which is something we’re continuously addressing.
Unfortunately though, a large part of the performance issues also comes from not using the technology right, and this is something that other game engines struggle with as well. (For example if you have a particle emitter that emits 10000 full screen particles that are alpha blended, well then performance is going to be bad. Or if people attach scripts that take very variable long time, then there is not a lot we can do. Or if people have massive amounts of instanced parts that they move around individually then there are limited things we can do.)
An other unfortunate side effect is that very popular titles in general have engineers monitor and tweak their game’s content based on performance performance. So they do work arounds for inefficient things (e.g. manually combining multiple parts in a mesh would solve the tank game’s issue.) So we (Roblox engineers) often don’t even get to see the real problems, because the popular games with a lot of players have already worked around them (e.g. currently the use of decals performs very slowly.) Now we are fully aware of most of those things, but the reality of those things is that you then have different performance issues in games with lots of players which take priority.
I am aware that this answer doesn’t address your specific situation, but I hope it gives some insight into the process. As you mentioned
I would prefer a “permanent” solution. I could also send you logs privately if it’s needed.
I would encourage you to provide additional information and feel free to send private messages as well.
All the best