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.
My experiences clientside performance is being severely hindered by this issue. We have changed to the legacy chat service and are still experiencing this issue.
Yeah, I can notice in some games that use LegacyChatService that ExperienceChatMain also uses a lot of frame time in large servers but it isn’t as bad as with the Modern TextChatService.
I don’t understand how sending and receiving some texts in a chat box can be this intensive honestly, it’s not like we can send videos or images there for example.
Disabling all chat and setting LoadDefaultChat to false still has big frame times for ExperienceChatMain this issue is the main bottleneck to having larger, lag free experiences, and if it is not going to be fixed, I would like the ability to fully disable both the chat UI, and the playerlist UI as both of those are very non-perfomant, and run in the background even if they are both disabled.
Hey, thank you all for your responses and replies to this thread.
We have identified a few improvements to ExperienceChatMain that have being seeing lifts in performance in internal testing and plan to roll these out in the next couple of weeks. We are also seeing a non trivial amount of work being done in this script even when disabled as noted above.
We will be taking a much closer look at these issues. Expect improvements to roll out week by week.