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.
Our game is effected, voice chat disabled. Of note; the performance degradation only occurs after a long time of being within the experience seemingly (hours) on desktop devices only on high volume servers. Several thousand miniscule __newindex calls on TextLabels for TextStrokeTransparency and TextTransparency per frame causing 120ms lag spikes.
We use a fully custom chat UI using the new TextChatService as a backend. We do not use DisplayBubble; we display bubbles ourselves. The default chat UI is disabled as a whole, which is why this is confusing.
Seems like a bug to me.
For further testing, I teleported around ~130 players to a blank baseplate (no scripts at all - default settings on chat as well.) FPS stayed around 60-70 and frequently spiked the entire time, severely affected by these two Roblox CoreScripts, CoreScripts/ExperienceChatMain (the script mentioned in this post) and another script PlayerListManager. Voice chat was not enabled in this experiment.
I’ve exported the microprofiler from this experiment, but it’s a bit too large for me to upload here so I haven’t.
Owner of that game here, had to switch to legacy chat (which seemed to around three to four times faster than the alternative of keeping the newer chat), because it kept causing repeated lag spikes that made even people on good computer have noticeable lag (most mobile players were having 10fps lag periods)
And for reference for the staff, we had no vc and it happens randomly for around 10 frames before stopping for a few seconds, and it seems to be more laggy the more people there is in a server
No VC support in our game [ DW REVAMP ] Chech0’s Deltarune RP - Roblox.
The chat alone is causing constant lagspikes. You don’t even have to sit in-game for a while for it to happen, it just instantly starts lagging. We’re literally being punished for using the purported “better” system. This is bordering on unacceptable with how long this has been an issue.
This is severely hampering the user experience for our players on lower-end PCs. I don’t mean to be a jerk, but what is taking so long?!
This has been going on for months on my end. VC enabled. Chat bubble enabled. Worse on full servers ~40 players. Takes up a minimal amount of CPU every heartbeat but there are frequent spikes under ‘delayedThreads’. Makes it seem like there is some networking related busy wait with how long these calls take. But I know nothing.
It’s honestly baffling how this is still being ignored. With Roblox claiming this year is being dedicated to performance and UX improvements, it sure does not feel like it.
It’s been 2 months since this reply and you’ve been provided with all of the info you asked for and more. What is the hold up? This is so disappointing. You guys rolled out a half-baked feature ridden with performance issues, and fail to fix them months after they’re reported with heaps of detail
Personally I think this is by far one of the more ridiculous problems this platform has had recently bugs wise. I think this needs fixed urgently. I have been following this post the entire time & now it’s been nearly a year.
sigh React performance at its glory.
Nowadays Roblox uses React as their ui framework which allows making declarative ui with reusable components, and yet, it’s not best in terms of performance it seems.
They’ll have to somehow optimize either the entire framework or the codebase of the chat system itself.
This is why I don’t wanna use new chat service. It’s not as permissive as lua chat service customization wise and has this awful bottleneck.
I have no hate towards any reactive ui framework, but it’s making me sad when it is very unoptimized.
But the biggest question here is, is there any followup!?!? Whats the wait!?
When I created this bug report, I thought it was just voice chat games. However, we don’t use voice chat, and we can’t use it because of the 60-player server size. In addition, we are only using bubble chat.
-- It is actually insane how this is still an issue, when I first discovered this issue I “temporarily” moved my game back to the old chat system. It has now been 3 months, and that’s only when I caught this issue i nthe first place considering that this thread is reaching 9 months old.
At this point I am tempted to even make my own version of Roblox’s TextChatService, and even allow it to work with some of TextChatService’s components, which I’ll likely open source.
So please, can someone at least update us on the status of this as it is actually a big hinderance to my games.
-- Can we please get any acknowledgement from Roblox about this, I want to know if I should just make my own chat system instead of waiting for any response.
We need an update for what’s going on, as from what I know including myself this issue affects everybody. Even if they (the developer) don’t realize it does.