Roblox internal memory leak causes my game servers to undiagnosably crash every 3 hours

I believe the same thing has been happening to my game constantly for the past few months. I posted about it before and thought I had figured out, but entire servers are continuing to crash due to random spikes of untracked memory just as you say.

It’s also incredibly hard for me to replicate as well.

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Any update to this reported bug at this time?

Our games are still suffering from this unsolvable and unfixable bug

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If you want a (temporary) fix - max out your game at 700 players and then limit it in a custom server browser. That raises your server memory to 12GB and this has mitigated the issue for us.

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Are there any updates on this? I was about to start a new thread but figured I’d add here as our symptoms sound very similar.
We went live with our game a month ago, and we’ve been trying to track down the server crashes with no luck. Same thing - nothing else seems to be leaking, but Internal/Total Memory increases and has huge unexplainable spikes. When Total Memory reaches 6GB it eventually crashes.

Some servers have uptime as low as an hour, others may stay up for a whole day.

Our game is here: Wings-of-Fire-Seven-Thrones

We have custom character models (skinned mesh dragons), it is a large world, but it is not a building game so there’s no accumulation of parts over time.
However, there is a constant flux of parts (fire breathing, items, etc.) that get spawned and destroyed (usually using Debris service). It is a survival / pvp game so characters will get killed and respawned.

@unix_system - could you explain your workaround on how to get the 12GB servers? Is that only for private server games, as ours is free-to-play public.

If anyone or any staff can give some guidance on what the internal memory leak/spikes may be, it would help us understand what may be going on. If this is in fact a confirmed Roblox leak any information on its status or how to work around it would be helpful too.
Thanks.

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Figure 1 - Each line represents a unique JobId and is tracking the Internal Memory value as obtained with:
game:GetService(“Stats”):GetMemoryUsageMbForTag ( Enum.DeveloperMemoryTag.Internal )

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Figure 2 - Server Total Memroy. Same timeframe, server Total Memory from Stats:GetTotalMemoryUsageMb()
(Lines that reach right edge are still up)

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Figure 3 - Players per server over same timeframe (x-axis is just UTC on this one)

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This is exactly the same profile I am experiencing. We have not had any resolution on it (but getting our server memory capped at 12GB has at least delayed the issue so we can get a good 6-12 hours of server uptime)

Hi gigagiele. Could we please get a quick status update on this ticket? Even just knowing whether or not this is being looked at would be helpful! The crashes have been very frustrating for both the team and the user base. Any technical information you could provide would be greatly appreciated to help understand what may be the nature of the leak. I don’t mind adjusting to workaround it, but I feel like I’m taking shots in the dark at the moment.
Thanks

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Adding my voice to this thread since I’m experiencing similar symptoms.
My game Dragon Blade also runs for a few hours then crashes. I am yet unable to pinpoint the cause but I also see over 1Gb used by the “megaReplicationData” in particular, and 2GB+ of CoreMemory.
My game also uses custom skinned-mesh avatars, and features a very large smooth terrain (8k by 8x studs).
Any update on this would be very helpful. At the moment the server can run from 3-5 hours before crashing.

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did you guys ever figure out this problem? I’ve been reading through the forums trying to get an answer to this long-standing issue with my game and saw your posts in this thread

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Still waiting on an update to this myself.

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Can confirm this is also happening to me.

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This is happening to me as well. Untracked memory reaches 3GB+ and touchReplication is at 1GB+ for some reason.

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I read several other threads that described a similar problem. The memory leak seems to have something to do with character models being cached but the cache is never purged. Someone suggested adding this code to the server to help fend off the memory leak:

local playerService = game:GetService("Players")

playerService.PlayerRemoving:Connect(function(player)
	if player.Character ~= nil then
		player.Character:Destroy()
	end
end)

That supposedly forces the engine to destroy the character and purges the character appearance from the cache. Several individuals have said that it helps.

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I’ve tried this to no avail, unfortunately.


This bug report has been open for nearly two years - at this point I’ve just accepted my game can’t be fixed as this is totally undiagnosable and absolutely destroying my userbase and retention. I’m not sure what I can do to fix it anymore.

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I reported this problem again, but with a different area of the leak, which also has a very big impact on performance.

This issue is still open, I will keep an eye on it and share everything I have

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Pretty sure around may the touch event broke on the client and that could somehow be related which is unlikely

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Can confirm we are seeing this exact profile appear in our game too.

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Experiencing this as well. Unfortunately no way to pin it down; would love any and all help!

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Same here. It just keeps rising.

This error ended up being caused by our datastore system. We were using a folder heirarchy - when a player joined, we would clone the folder structure, fill it with values, and make it accessible to the client via replicatedstorage.

Don’t use this method. We removed it (switching to a table structure stored on the server, made accessible to clients via remotes), and the issues vanished.

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Im sure its been a very long while since you even thought about this problem, but are there any other workarounds? My game uses the same system, and recoding the entire game to fix this issue would be a massive pain…
Attached is what my data structure is
image

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