I am a developer at Skyblock (Islands 👩‍🌾 - Roblox). We have had a lot of issues with game servers crashing, especially with large “islands.” The way the game works, each user adds an unspecific but large (in the thousands) number of physics parts and other instances to the world. This is almost entirely “blocks”, a structure of BasePart wrapper (with no physical properties, intended for streaming), a child which is a model and a few meshes as children of the model (the mesh on the bottom level is the only physical and visual component).
I am unable to find any good sources explaining some of the server memory categories. The ones I am interested in an explanation on are:
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“default” - by far the most memory is being used here, more than 50% of total tracked memory. It seems to grow with instance count, but not sure if it just a direct response to lots of instances or if it has some properties which can be minimized. Currently 1gb on the server I am on.
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“network/raknet,” “network/replicator” and “network/streamingReplication” use about 200mb each on the same server. We do have streaming enabled with the default 1024 stud target radius (64 stud minimum radius).
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“PhysicsParts” - do baseparts with no physical or visual properties (no collision, anchored, transparent) affect this number?
Thanks for any help.