Noticeably worse performance on published version of game

Hello everybody.
I was programming a simple cellular automata thingy, and I noticed something really weird that I want to fix. When I run the game on Roblox Studio, I get around 60fps:
https://i.gyazo.com/f765af3d81a420824e612fb1f52751a2.gif
However, when I run the game on the standalone version, I get nearly half the fps:
https://i.gyazo.com/dd5632a65bf18eeeff03b263eb8ae4ce.gif

Can anyone please help me with this? It’s really strange.
(All of the scripts are local)

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This doesn’t apply to my game. Please, for the love of god read my post before you answer. I’ve stated everything is on the client.

From the looks of it, heartbeat is running at only 40 fps in Studio. Heartbeat is normally the same as render FPS (client-side) when in-game. So this leads me to believe that Studio is being misleading. However, it’s interesting to me that although Studio shows a Heartbeat of 40 fps, your render FPS seems to be even lower (30 fps) in the actual game. You should use Shift + F4 when checking for performance as it shows the actual Heartbeat, as well as other information that Shift + F5 doesn’t.

With that said, Studio does run things on lower quality by default. But if this is just UI, I’m not entirely sure why it would run faster in Studio. From the gifs, they seem to be running similarly (although I know that gifs aren’t great for assessing fps), so it could just be misleading information from one or the other.

The gifs don’t show the framerate accurately. In one gif you can see that in studio, the heartbeat is 40, and the fps is 60+. On roblox player, you can see that it’s around 30fps.

Yes but Studio’s FPS may not be the actual FPS as Heartbeat is inherently tied to RenderStepped (actually RenderStepped is tied to Heartbeat), which is the actual render FPS. You should re-record in-game with Shift + f4 instead of F5.