Whenever Player.RequestStreamAroundAsync is called with a high StreamingMinRadius, the Player’s client will freeze, whether called on the client, on the server, in a live game, or in Studio.
The time the client remains frozen and the client’s memory usage are directly affected by the value of StreamingMinRadius.
I was using the maximum possible value. I did this to “disable” streaming out, because the only desired behavior out of streaming in my experience is getting atomic model replication to work.