Quite recently, I’ve had upgraded my daily-driver laptop from 16GB (8 + 8) to 40GB of RAM (32 + 8).
I’ve had huge performance boosts in every other aspect (VIsual studio, building CMake, games on Steam) except for ROBLOX, where the performance has tanked horribly due to my additional RAM.
The game client appears to be incapable of effectively allocating large memory resources within reasonable standards.
During the period whilst I had 16GB of RAM, about 1-2GB of RAM had ever been allocated by the client at all, with framerate being comfortably maxed out at graphics 10.
However, after I had upgraded to the 40GB of ram, the game client would unnecessarily allocate too much RAM for places that are barely detailed (8-30GB of RAM), and my framerate would start chugging at 15 frames on graphics 1 with huge spikes.
Some games don’t have this issue, but some do: I suspect its an instance class that immaturely allocates memory in the C++ framework.
This happens to me as well, even when i play low load games, or highly polished games with presumably no memory leaks, i jave 2000 Mb + used. I don’t know why.
joined the same game again: memory still shouldnt be this high, i understand that you may allocate memory beforehand when its not actually used but this is ridiculous
the gradually rising memory does seem to fix itself, however ill see if it returns back in a different place
nvm the memory is rising again slowly, if you need any new microprofiler dumps or device related info let me know, im going to idle in the game to see if the memory stabilises eventually or keeps getting worse