Can confirm that this is still happening on my game on all devices.
Constant FPS drops with the new TextChatService; makes it absolutely unusable and this needs to be fixed ASAP since legacy chat has started having bugs making TextChatService the only viable alternative; and in it’s current condition it’s unusable as some of my players are experiencing borderline second by second frame stutters.
Roblox’s complete silence here is really annoying. If this remains an issue for much longer, we’ll be reverting back to Lua chat, undoing a considerable amount of work done for the new chat system in the process.
I have not encountered many bugs with the legacy chat, other than those that have been there for a while, and dragable being buggy. I also updated it to look more modern and fix some stuff (mainly dragable as I mentioned) in this topic Customized Chat, Giving a second life to the old beloved chat.
Surprisingly, the legacy chat does support automatic text translation, and I got it to work in one of my games (which involves forcing some variables, set by a FFlag, to be true, and adding a BoolValue named ChatTranslationEnabled inside a folder set to true)
Can verify, my game is still suffering as well. On a frame-by-frame basis Gunfight Arena would run twice as fast if the ExperienceChatMain and PlayerList inefficiencies were fixed.
Any update or ETA on when this’ll be tackled, Roblox? This is still very much an issue that has us debating whether or not we should roll back to the deprecated Lua chat system for the time being, something I’d prefer to avoid but is becoming a necessity at this point.
The “Unkown” script is ExperienceChatMain - it’s just not labelled for some reason. I can tell because it’s doing calls to GetEngineFeature and Checking Flags on Heartbeat.
It’s the main cause of lag in our game and even my PC can’t handle it. I’m thinking of disabling chat replication for far away players to try and mitigate this.
I got Bubblechats disabled and the chat window disabled and I got all this killing my experiences performance. 80% of the heartbeat is ExperienceChatMain:
Hey sorry there hasnt been a response from staff in a while.
We are preparing to roll out an additional set of performance improvements to both text and voice bubbles soon.
Internally we have set up some additional profiling workflows to help assess the impact of voice and voice bubbles in general which will be useful going forward, preventing any future regressions.
For anyone who has reported this before, can you confirm if you are using voice in your games? In our internal findings we find voice to be the common denominator in most cases
Our game is affected and it does have voice chat enabled, yes. Please let us know when these performance improvements have been rolled out so we can monitor for impact ourselves, and thanks for your response, despite it being a little late.
My reply here and my own topic, those experiences I develop for, that these screenshots where captured in do not use voice chat and have bubble chat disabled.
Adding on to this, even without VC, when we microprofile we see the huge time taken by the ExperienceChatMain script. Are the changes expected to improve performance on games without VC enabled? Also, is there an ETA staff has on when we can expect these features?