`Player.RequestStreamAroundAsync` freezes the client whenever `workspace.StreamingMinRadius` is set to a high number

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.

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Thanks for reporting this issue, we are investigating.

What value of min radius are you trying to use? Is there a reason you need a large value?

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.