After doing some debugging, it looks like everytime I play-test, it takes a auto-recovery file which takes roughly 12 seconds to complete before the game even starts loading:
13:38:32.441 [Dev] Pet Simulator 99 @ 15 May 2024 13:38 auto-recovery file was created - Studio
I have this completely disabled in my settings, but it is still happening.
Here is a capture I just took, it looks like a lot of packets + random core script stuff, such as PlayerListManager.
The issue is that I have no way to capture the events that occur prior to this, and there is a 10-15 second gap where the entire studio window is frozen whilst the Auto-recovery file is being saved.
I have also confirmed all of those network packets are not being sent by us. We have a centralized system for network events and nothing we are sending matches the frequency of which those packets are being sent.
I tried setting the path to a flash drive, removing the flash drive, and then hitting play - however, it still tries to generate the backup and save it, so this was no help.
For context, I am running:
13900k or 14900k depending if I am at the office (very little difference between both)
128GB or 192GB of RAM
RTX 4090 on both PCs
Windows 10, with very minimal applications installed.
Another dump. It’s extremely difficult to capture the beginning of the play-test. Studio is completely locked up and the MicroProfiler interface does not respond to clicks until after the complete freeze has ended.
First of all, thank you for the microprofiler dumps. We can only make things better together.
As far as the platforms and codebases are concerned, I can relate to the frustration; I’ve run into this multiple times during my professional experience and the two avenues to take were: either improve the dev environment or the codebase. Often both of these approaches are needed.
As far as Roblox Studio is concerned, we’re currently working on improving the auto recovery that you mentioned. The fact that it saves even with the setting disabled is not acceptable.
There is also a workstream to speed up serialization / deserialization.
Our main focus is stability and performance right now as mentioned here and the improvements will keep coming.
We have multiple ongoing workstreams to address Studio hangs, and a special workstream to address the issues raised about TeamCreate.
As part of this, we’re investigating the options to speed up the following parts of the DM load that are affecting Play Solo and are visible in the Microprofiler logs you provided:
Font loading
Change History (undo / redo)
Layout management
Render initialization
Data serialization
Autosave logic
As you can imagine, this will take some time, though we’re making steady progress. We’ll continue to update you on this but please do keep checking in as well.
I have a question for the roblox staff. At the moment, I see that you are working on optimizing and adding small functions that everyone has been demanding for a long time. But the question is when there will be major updates to the roblox engine for modern realities. Game designers are hampered by the lack of access to shading settings as in other game engines. Because of this, the implementation of the ideas is simply unrealistic. The roblox community has grown a long time ago, and now many developers are simply pushing against the ceiling of the engine’s capabilities and flexibility.
When can we expect such large-scale updates? even the same Editable Mesh will not be available for use for at least another year, according to the developers.