Optimization / Fps Drops in Experience

Hey there,
I’ve recently posted a large update for one of my experiences and although I didn’t notice it at first for some reason there have been prominent cases of players getting fps drops and having their games freeze for half a second, it appears to be when players are loading/in specific areas as I’ve had cases where you can run back and forth and the game will consistently freeze for half a second each time. It also appears that when the game freezes that it freezes for everyone meaning it may be a server side issue.

I am assuming this is due to poor optimization as I’m not really experienced in that area, I’ve tried viewing script performances and checking the microprofiler to see how I can try and make things run smoother but I am unsure of what rates would be considered bad and how to reduce them.

What is a bad rate for a script to be running at? Can I do any general optimization practices? How can I reduce frame drops?

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Optimizations depend mostly on your game, but from what i understand you unload areas on server when player enters or leaves them

Server map shouldn’t be really rendered and un-rendered very often, try to handle that on each client, most assets can be replicated, like decorations or terrain, everything that don’t change can be handled on client and nothing will happen, cheaters can delete those instances anyways

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Anything else?
Although part of the problem is probably something to do with this, I don’t unload or load the map outside of streaming enabled doing its job in terms of this.
That being said, the easiest way for me to replicate this issue is by using an admin only teleport and teleporting to an area that is practically right next to where the player just was, this means that no new terrain or part of the map would be loading in and causing this.

cant you have a wait loop loading in certain items in areas so you wait a little bit before another item is loaded in?

Streaming isn’t best idea to use, it’s less customizable and might lag, try using client-sided smart loading