It’s been 4 months and we are still experiencing performance problems with this new chat system.
Will we get a follow up regarding this?
It’s been 4 months and we are still experiencing performance problems with this new chat system.
Will we get a follow up regarding this?
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.
Performance issues are annoying me because chat is a feature that everyone uses and should be fixed quickly.
1st performance problem: https://youtu.be/g2VPKQUyB10
2nd Performance problem: https://youtu.be/rBgpiz0ikyA
Very simple repro
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.
This is still a major cause of poor performance in my game. I’m going to be moving to LegacyChat until these issues are resolved.
Also happening quite a-lot in my experience regardless of whether we’re using the legacy chat system or the new one: [🔥 UPDATE ] Police Roleplay Simulator 2 - Roblox
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
Yes. SCP: Roleplay has voice chat servers, but Roblox has the bubble visible even when voice chat is disabled.
Not sure if this would be the cause though since the problem causes a lot of lag in big player servers even with voice chat disabled.
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.
Our game does not use the voice chat, and we still have the same issues as outlined in this thread.
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?
Our experiences currently do not use voice chat, but do have bubble chat enabled.
We do have a few changes that should also optimize non-voice experiences pending. Voice experience will likely see a higher lift.
We do experience this in non-voice enabled experiences, particularly scaling with 100+ users in a server. It’s interesting to note that its not constant, it has “spikes”.
It’s worth noting (and not to demean any of the awesome work ya’ll have been doing), but this is using up significantly more frame time that the rest of our entire game , including rendering.
Any questions you may have, please feel free to get in touch.
Same exact issue for me. I frequently host events that typically attract around 100+ players on a single server. The game still uses the legacy chat system, does not use voice chat or camera, and even with the chat disabled entirely, there are still frequent lag spikes and high usage from the same script.
It’s less of an issue in low player servers, but in larger servers, the performance issues quickly become more apparent, at least in my case.