RequestQueueSize does not update

For the past few weeks, I’ve been having an issue where ContentProvider.RequestQueueSize does not update when assets are being downloaded. Instead, it usually always stays at 0.

I don’t know why this is happening, or if this is happening to other people or not.

This only seems to be happening in the normal Roblox desktop application (not the UWP app).


Repro

  1. Join any experience, preferably one that uses a lot of assets. I used “On Tap” as an example.
  2. Quickly press SHIFT + F3 to view network stats.
  3. At the top of the network stats panel, check Request Queue Size while assets are still being downloaded. It may incorrectly say 0.

Assets are very clearly still loading (notice all the textureless meshes), yet Request Queue Size is 0.


System information

OS: Windows 10
CPU: Intel(R) Core™ i7-6700 CPU @ 3.40GHz
Memory: 16 GB
GPU: NVIDIA GeForce GTX 1660 Ti


Expected behavior

RequestQueueSize should correctly update with the amount of assets that are left for the client to download.

4 Likes

This now seems to be happening in the UWP app as well.


This issue has been really annoying. I used to check RequestQueueSize every single time I opened Roblox because it’s very useful to know when assets are being downloaded, so I can wait for them to finish, instead of just having to guess when the place has finished loading, because I don’t want to play a game with missing assets.

It’s the closest thing to a “loading screen” that Roblox has, and I kind of wish Roblox would do a better job of communicating this to the user instead of having them rely a debug menu, but it’s better than nothing.

You can also use this to verify whether an asset has failed to load or not.


Additionally, I noticed that around the time this started happening, in general, assets started taking a much longer time to load.

1 Like

We’ve fixed the reported issue. Let us know if you’re still running into it. Thanks.

Doesn’t seem to be fixed for me. I tried the desktop app and the new UWP app, and I reinstalled both.

The new Microsoft Store app released isn’t a UWP app, but rather a normal Win32 GDK app. The biggest evidence of this is the fully identical behavior of the app installed from the website and this new one from the Microsoft Store excluding the loading screen and the Xbox integration, and also about the fact that you can’t run both of them at the same time.

Hey,
Can you try it out again? The fix was originally enabled for studio, but it should be available for regular clients now too

1 Like

Seems to be fixed now, thanks!

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