A small amount of players in my game are experiencing a massive performance impact. This started roughly two days ago.
I’ve received a microprofiler dump from one of our testers who is experiencing this, and it shows massive Pass2D/PlayerAdorns tags, eating up to 40ms per-frame. I haven’t had this happen to myself, but we have multiple people complaining about it in our community.
From their own words:
This doesn’t happen in any other game
Performance loss scales with the amount of visible UI (evidence attached)
I am unable to pinpoint a root cause for this, so I do not know if this is something I can solve from the Studio-side.
Expected behavior
Pass2D should render in roughly 200-400us on their hardware, and PlayerAdorns should be no more than 100us.
Compared against my own hardware and the microprofiler logs of any other player,
This is a critical performance regression. A 40ms spike in Pass2D and PlayerAdorns suggests the renderer is struggling with either an massive increase in draw calls or an expensive sorting operation.
If this started 2 days ago, it is highly likely linked to an engine update involving how UI layers or Adornments are being batched or sorted. Based on the symptoms, here are a few things that might be triggering this in the microprofiler:
1. CanvasGroup/UIStroke Overhead:
If your UI heavily utilizes CanvasGroup or UIStroke, these elements are notoriously expensive in the Pass2D layer. Check if any recent update to your UI involves adding these, as they break batching and significantly increase draw calls.
2. BillboardGui / Adornment Sorting:
Since the spike is tied to PlayerAdorns, check your BillboardGui settings. If AlwaysOnTop is enabled on many adornments, it forces the engine to perform heavy depth-sorting every frame. If the number of adornments increased or if they are being updated (properties changing) frequently, this will cause the exact spike you are seeing.
3. Potential Batching Breakage:
The fact that “performance loss increases with the amount of visible UI” is a classic sign of broken batching. Check if any new UI elements have transparency, clipping, or specific ZIndex settings that prevent the engine from grouping draw calls.
Recommendation:
To help Roblox engineers, try to create a Minimal Reproducible Example (MRE). Strip your UI down to the bare essentials until the performance spike vanishes—this will isolate exactly which property or element is causing the regression. If you can provide that file, it will be much easier for staff to identify if this is an engine-side optimization bug.
I also got this issue recently. Tried lowering graphics level, restarting client, hopping games. none of them worked. Switching to the official client instead of bloxstrap works though.
I’m also experiencing the same issue in most games I play.
CPU: 13th Gen Intel(R) Core™ i7-13700K
GPU: NVIDIA GeForce RTX 5070
Memory: 32gb DDR5
OS: Windows 11 Pro (HyperV enabled)
Which ever fast flag was just enabled on my account is causing this exact issue. Same game, +40ms per frame, 6 hour difference. Seems to happen with any visual UI change, including the core gui.
This issue has completely caused me to be unable to play Roblox at all. This is totally killing my performance in nearly every game I play. Can we please get a comment on this?
Same here, it seems to be a coin flip every session. I can have fine stats, rejoin, and be met with 100ms “GeneralAdorns/PlayerAdorns” & “Pass2D” spikes on the same server.
I was asked to provide a recording of the right side of the Shift+F2 menu but both of the people I directly know who were experiencing this aren’t seeing any lag since earlier today.
It would help if someone could provide a recording from an affected game. Please also link the game you join.
Also if you still encounter the issue, do you mind posting which channel you are currently enrolled in? you should be able to see in Roblox Client’s More - About - AppInformation Thanks.
I am on the production channel. When I was moved to the zhc channel, the issue disappeared for some reason, but it seems like I got put back on production and the issue came back.
(Sorry, wrong reply, but still relevant information…)
In my clip, opening and closing the escape menu seemed to make the issue much worse, maybe it’s related to when UI is updated rather than just how many UI instances exist?
I had the same issue not even in a game, just in the home screen. Scrolling around the games page and my profile caused the same massive lag, albeit under a different tag.