New Improvements to Streaming Enabled

Thank you, we will fix the example in the nearest documentation update.

1 Like

Yes, and letā€™s also allow functionality of clients to replicate certain instances to the server too. Itā€™s been a pain to do so ever since experimental mode was forced.

I donā€™t feel like this could replace streaming, but it could probably be a feature.

Iā€™m not too sure how well that would resonate with Roblox as itā€™d most likely have many security implications, by design.

The server would likely need to read this property to validate this, so obviously that wonā€™t be replicated.

1 Like

This was exactly what many of us needed in order to use Streaming Enabled. And as hoped it has made it more benefitial for our players. Quicker joining times, less FPS drops, being able to keep certain things loaded in that we need to. Just one problemā€¦

Since we enabled Streaming Enabled, despite the improvements it made, weā€™ve been constantly experiencing disconnecting bugs. This is certainly down to Streaming Enabled, because this is happening to everyone including myself and my developers, and it never happened prior to us enabling Streaming Enabled. When a player getā€™s disconnected they get one of the two following errors:

Obviously, their internet connection is fine, and given that this happens to every player, this canā€™t be down to their internet. The error with code 279 only seems to happen when players are attempting to join, and only happens to the player in question. Error 277 however, the one that states to check internet connection, happens to every player in the server and they all get kicked at the exact same time. However, according to the roblox website, the server is still live and the players are still there. Thus I believe the server itself is crashing and nothing to do with the Roblox client.

If it wasnā€™t for these issues, Iā€™d be fully using Streaming Enabled. Please could this be looked into, as it was quite disheartening to have this happen after waiting for a feature that we badly needed for so long.

6 Likes

What is the place id for where these problems are occurring?

I had to remove it from our public game because of the issues, as our players were finding it unplayable, but you can test it here. It only happens with a lot of people in a server at once though rather than just a couple of players.

Post edit: Link removed

If you use Opportunistic stream out then parts and models will be streamed out beyond a certain distance, assuming the models are atomic and have part descendants.

Can you share the place id for where it was enabled, so we can see if there are crash reports?

Yup, it was on here, I disabled Streaming Enabled about 4 hours ago and it was enabled about 2 days ago for the record:

Thanks in advance.

This is the same issue as I have previously reported through private messages. The server memory crashing issue hasnā€™t changed since at least august

1 Like

Thatā€™s what weā€™re doing (or will be doing) right now, Iā€™d still like to be able to force elements I determine to be unimportant to stream out more aggressively. Opportunistic is completely untunable* as it stands.
Things like roadside foliage and props, street lamps, traffic lights, etc. are unimportant at great distances and could be streamed out significantly earlier than things like trees, the landscape, buildings, etc. Some kind of control, be it stud-based or percentage-of-current-default-streamout-distance, would be immeasurably helpful and would let developers like me take control of what players see when, and would allow us to greater optimize our experiences.

I donā€™t want / need a solution that involves Roblox saying ā€œtrust us, weā€™ll do it all for you!ā€ because invariably itā€™ll only be 30% of what I need and itā€™ll take years for the solution to be brought to the level of usefulness it wouldā€™ve had from the get-go if it had even an ounce of fine-tuning I could do.

4 Likes

Not related to the developer you are currently replying to, but ever since enabling streamingenabled, a place of ours within the experience has also been crashing with StreamingEnabled with similar error codes like 279 or 17. It has been happening since October so hopefully, it will also have some crash logs that can help. Even disabling everything and having just terrain and some blocks will cause it to crash sometimes.

Can you file a bug report and provide a repro place? Are you using the features described in this post?

Can you send me a private message so we can discuss the problems you encountered?

Please donā€™t report issues not directly related to the APIs described in this announcement to this thread. This is not meant as a place to report any issues encountered for experiences that happen to be streaming enabled.

This is an interesting idea, but very micro-optimizey. It would be preferable IMO if Roblox could estimate model streaming cost and dynamically adjust the stream out distance instead.

1 Like

This is a wonderful start. Weā€™re VERY close to an ideal StreamingEnabled workflow IMO.

Built-in selective replication would be a perfect addition to these settings. Something similar to PersistentPerPlayer, but players not added to the list would not stream the model at all, while players on the list would consider it persistent.

3 Likes

Anyone else having issues with the Collection Service/Tagging?

When I set Model.StreamingMode = Atomic the collection service is not setting up my touch events any more.

CollectionService:GetAttributeChangedSignal('Resource'):Connect(setupResource)

We have enabled a fix for the issue where models outside of workspace that used Atomic or Persistent would not be sent to clients. You should now be able to set the ModelStreamingMode on Models outside of workspace, such as in ReplicatedStorage.

4 Likes