I can confirm that this is still not fixed. I think it’d be a good idea to fix this issue before even considering retiring legacy chat service, as TextChatService does make the problem worse.
Still lagging on latest version
We’ve rolled out a change to all users today that should alleviate some spikiness when interacting with and receiving messages in the chat window which should help a fair bit.
Perf is still not at a place we want it to be
We have a change in flight to address billboard guis for bubble chat/voice bubbles and have more down the pipeline.
I ended up reverting and modifying LegacyChat because of these reasons. Just got the email that this will have to go. Glad to see performance issues are getting attention but I will miss chat channels (and custom hotkeys to switch between them!), resizing, and reading old messages upon log-in.
As far as I can see, not much has improved, none of these patches have actually made any difference at all if I had to be honest. I understand the different use cases and conditions but I want to see actual noticeable improvements. The progress is also just way too slow. The first bug report for this issue has been made in November 2023, and the issue probably existed for longer, yet it appears that it’s only now that it’s getting attention but the patches don’t even make a difference for it to be useful.
Anyways, I just hope that it gets a higher if not the highest priority and gets resolved completely relatively soon. I don’t want it to still be an issue after the Legacy Chat System gets removed next year on April 30th. A lot of developers are holding back on migrating to TextChatService from the Legacy Chat System because of the performance issues, so resolving them completely would help getting more developers migrate.
This was captured today while playing on a Doors lobby with 30+ people.
microprofile-20241115-185329.html (1.2 MB)
Can you let us completely disable the loading of it like what could be done with the old chat?
Yeah I agree – we should be able to minimize a lot of the resources used if your experience loads with ChatInputBarConfiguration, ChatWindowConfiguration, and BubbleChatConfiguration as Enabled=false
This has improved performance, quite a bit, usually before this, it’d go up to the max possible length.
However after sustained spam for 200 seconds, so this is not a realistic benchmark.
Doing some quick tests of it. I don’t quite understand how the chat needs 6 to 8 milliseconds to send a message.
I don’t know how roblox does their things or whatever but man i have to ask how bloated does the entire chat system have to be for this to be an issue? I’m sorry but you guys don’t get to force us to use your magic tech while having it barely perform. I don’t care if the excuse is that “well this only happens when you send a message and its not like you send it every frame!”. If my i7 14700k takes 6-8 milliseconds to “compute” a text message then how long would an i3 2100 take? How long would a mobile chip take?
Still having this issue after an entire year, I’m becoming confused as to what could be causing this lag. It clearly shows that the chat is taking a lot of computation time, and it’s not only for sending messages but also receiving messages.
Realistically all the computation power for filtering is done on the server, and the client does the rendering, only receives a message, creates a text and shows it. This is not really expensive at all, maybe the list used for the chat causes lag? Perhaps creating the text causes lag? Perhaps it’s in the code. Just ultimately very strange behavior.
The issue was gone for a while for me, but it has just recently came back, at the start of the month.
Still having this issue on our place where we have all the default chat stuff disabled and just use a custom system with TextChatService as the backend. Lots of GetFastFlag and FindFirstChild calls for some reason.
microprofile-20241221-130338.html (7.6 MB)
On top of the usual ExperienceChatMain, I’m now seeing SchedulerHostConfig.default taking up obscene frametimes as well.
microprofile-20241223-121721.html (9.4 MB)
(These are two separate dumps showing off two different things.)
Experienced in Checho’s Deltarune RP - Roblox. Idle in game for a while and you’ll start seeing it rack up fast.
I am still suffering from huge ExperienceChatMain lag spikes leading to huge FPS drops (I got a huge drop from around 60fps to 30fps twice in a 5 seconds period)
I expect Roblox to take this issue with highest priority considering its severity, it’s timespan and the removal of the Legacy Chat System. It can’t stay as an issue forever along with all other performance issues especially the ones related to CoreScripts…
Seems like it’s a trend for it to happen in roleplay games, which are ones focused mostly towards chat (since that’s the entire medium for roleplay). It also seems to happen over time, as a gradual performance degradation the longer a client is in the server, and is fixed by rejoining.
I looked at the microprofile a bit further and it would seem like it’s still doing a lot of UI operations even with bubble chat and the chat input bar/UI disabled. Looking at DataModelPatch is a bit annoying, but possibly some incorrect cleanup of old messages plus React memos/hooks being funky is my only guess.
Folks, is it really that hard to disable the code for bubble chat and the chat window if both UI elements are disabled? Like this would immediately fix our problem in our game, and other games can easily switch to TextChatService-powered custom UIs.
This is, once again, a crucial thing to pay attention to. Roblox is going to forcibly tank the performance of every single game on Roblox with no way to avoid it.
I represent Heroes Battlegrounds. We refuse to move over to the new chat system and will continue to refuse to do so until Roblox either:
- fixes the performance issues with the default UI completely disabled, or
- (ideal) fixes the performance of the default UI and brings it to the same level that Lua chat had.
This lack of urgency in improving the most vital part of a social platform (the social element itself) is disappointing.
I, wholeheartedly, agree that this should be taken way more seriously. It does not seem - at least to me - as an inherently hard thing to fix. I hope that before the force, we get some performance equal to or better than LegacyChatService, because to be real, this is genuinely not right. TextChatService was not ready to be the default and only option for in-game chat on this platform, and we need to see improvement before it can be so.
Furthermore, many of the CoreScripts in general do not run that well. It would be amazing if Roblox were able to fix these problems as well, since ExperienceChatMain is not the only contributing factor to this problem.
You’re absolutely right, the most dominant CoreScripts with performance issues are ExperienceChatMain
and the React scheduler that appears with the tag of SchedulerHostConfig.default
. I’ve noticed that whenever I get huge lag spikes on experiences it mostly have to do with either of these two CoreScripts. There are also Corescripts like PlayerListManager
, CameraModule
, Topbar
and CharacterNameHandler
spiking and taking more resources than expected sometimes, but they’re usually less severe and spike less often.
Eitherways, Roblox should fix all of the performance issues related to the CoreScripts. It’s not logical for CoreScripts to be the main cause for the lag spikes in experiences and use way more resources than actual developer scripts. CoreScript related performance issues didn’t exist before and they should be fixed for once and all, and not be ignored and neglected like they’re currently now.
Nothing have changed still, and now we’re being forced to implement parental control, an on April 30th, we’ll be forced to use TextChatService.
Literally upon any interaction with TextChatService there’s a 1-7ms spike that appears in the microprofiler, even though there were “performance improvements” and there is “active work on it”.
Please stop with the negligence. This is starting to become troublesome. As a person who often strives for playable experience with low-spec hardware, this is stupidly annoying when something lags your game and thats completely out of your control (in that case, TextChatService)