Also happening in my experience: [đ„ UPDATE ] Police Roleplay Simulator 2 - Roblox
Bump
Here is similar topic Major Issue with Roblox performance and frame rate - #33 by Laverdio
It is about input issue when you press the key and rotate camera with mouse FPS will drop. It is especially visible on low end devices. You can check it on your own and see that in microprofiler when you doing this PlayerListManager or Unkown script takes a lot of âmsâ time. And it happens in every game.
Thanksfully roblox guy said they investigating it.
We just shipped our own player list in Drive World, however Iâm still seeing micro profiler tags for PlayerListManager. Why is this still running when itâs completely disabled?
From looking at the CoreScripts
briefly, I think it still runs the functions related to the player list in the background regardless of whether it is enabled or not.
Bump, this still occurs. Repro steps are same as the original thread, and happens on PC for us. The StatsItem objects are being indexed by their DisplayName, then a method call to GetValue, followed by a method call to GetChildren.
Opening and closing the player list makes it even worse.
There should be a minimized footprint of the PlayerListManager when it is not being used, I donât like how much performance it takes away. I am getting the same problem on PC
Bump, still occurs and itâs very annoying. It takes up 2ms with just four players in a lobby, which is absurd. thatâs 12,5% of the frame budget to keep the game running at 60 FPS; and over 25% if you want to have 140 FPS!
Bump, this also is something that Iâm dealing with. This is a really strange bug that has been eating up CPU usage, I use quite a few Teams and use a points counter on a leaderstat folder. Kinda considering dropping that.
Itâs really maddening how this still isnât addressed at all, two different engineers in two different bug reports responded to it, but none managed to get it fixed. Excuse my language, but this is very frustrating.
@DrRanchDressing @CharlieGordonnn, can you guys continue looking into this issue please?
Another year later - the player list updating is still by far the worst performance hog in our entire game. This single player list script is worse than our 100+ game systems combined. How is this acceptable???
Hey @ItzAidfoplays390 - thanks for the ping, apologies for the late response. Yes there are multiple investigations involving Roblox UI performance in-experience and multiple engineers working to resolve these issues.
Performance of various Roblox UI components such as PLM is a top concern for our teams and we are working to resolve it as soon as we can. I will reach out to the engineers more closely involved with this work and see what we can do to provide more regular updates to the community.
We understand your frustration and are working earnestly to resolve this. Thank you for your patience!
This is what happens when the most bloated frameworks in existence are forced into things they do not need to be in. Not everything needs to be a web dev pattern. Someone told the gui framework to âupdateâ the leaderboard every once in a while without thinking about how that update will be done. The obscure spaghetti code implementation decided that it should destroy and recreate ALL gui instances associated with the player list every âupdateâ. 13 ms is roughly 650 instances being destroyed and re created. Even when the list is âdisabledâ, this is probably as naively done as merely parenting to nil without disabling the update code, so the core scripts are still destroying and creating instances that arenât even rendered.
I appreciate the reply and confirmation that the performance issues of in-experience UI components is been investigating and worked on by multiple engineers.
Though, Iâve expected and hoped for a much faster resolution to this issue especially since as youâve said that it is top concern for the teams that work on this and that theyâre trying to resolve it as soon as they can. These issues has been reported since a long while and itâs a pity that they still havenât been fixed yet and that we arenât getting constant updates about them that would at least give us the impression that theyâre actually being worked on and not ignored or forgotten.
I just hope that this all can be resolved quickly and that I wouldnât see the React Scheduler or ExperienceChatMain or PlayerListManager or any of the Corescripts taking up huge frame times and tanking frame rates anymore.
These issues shouldnât have happened and shouldnât happen again if they get resolved, why would UI components with poor performance be released out to the public, has there been no testing to them or was it thought that it was just a good idea releasing them with that state?
To be more specific, who even thought it was a good idea using React/Roact everywhere on UIs on Roblox even though this framework is known for having poor performance and optimization, this is besides that Roblox got their very own optimization and implementation issues that makes this even worse. This is just unnecessary. We donât need web stuff everywhere, we donât need React/Roact on Roblox, pretty sure their cost overweights their outcomes. Roblox was fine without it, and I am pretty sure anything you can make through them can be made natively using Luau.
Hey @ItzAidfoplays390 thank you very much for sharing your feedback on this. We recognize the negative sentiment these performance issues are causing and the impact its having on creators on the platform
We are treating this matter with urgency and are putting a plan together to provide more frequent updates on our progress towards resolving these issues.
Thanks again!
Just one small thing that I want to note is that, I hope and would expect for actual or bigger improvements and results with every update.
While the recent updates under the announcement post of âImprovements to Experience Chatâ, did improve the performance of the in-experience chat to a certain extent, it wasnât a lot or that much noticeable. It kind of just reduced the effect of spikes with 3ms less or so.
Also, while there is a huge noticeable improvement on how much resources are consumed by ExperienceChatMain
when the chat is disabled through either player settings or when the default chat UI is disabled, Iâve noticed that while the amount of resources consumed are very little, the chat still does that when it is completely disabled through player settings, I would expect it to not do at all.
Hope this concern related to ExperienceChatMain
would get addressed and the same for all CoreScripts that currently suffer performance issues in the first point.
Iâve noticed in the announcement post that more promising improvements and fixes with bigger impact are in the pipe and coming out soon, so I hope these will make a bigger difference with the performance of ExperienceChatMain
.
Thatâs all, and thank you again for everything!
I took a look at the largest issues in my gameâs ScriptProfiler for the client, 38% of the delayed threads were coming from getTeamScores.
Looked into this and I was inserting a ton of teams on a special case. A mistake of
- Not checking if the team already existed.
- Mistaking the logic of the if statement that led to that for only happening once in that scenario
- Assuming because the else got rid of the team, it would balance out.
I had the amount of teams equal to the times a player crosses the game, (a winning condition) with 100 collective crossings (very common), minus the amount of times the collective crossings went below 100, in actual team instances.
No wonder PlayerListManager was acting up.
Side note, it is probably a bad thing that we can duplicate teams, and there is no visual difference
or output warning about the very serious performance issues that comes with that.