Servers have unplayable latency occasionally

Reproduction Steps

I’ve noticed this issue happening recently in my game RoVille 🌆 RoVille [HEIST!] - Roblox
where the network latency spikes to several thousands of ms.



Expected Behavior

The servers are supposed to not spike so high in latency

Actual Behavior

After checking the server-sided microprofiler, it seems like computePath is taking hundreds of ms. Not sure if this is the root of the problem, but it stuck out.



Issue Area: Engine
Issue Type: Performance
Impact: High
Frequency: Sometimes

4 Likes

Thanks for the report! Could you DM the microprofiler html file to devforum.roblox.com/g/bug-files? We will look into it.

1 Like

Thanks for the quick reply. I’ve sent the microprofiler html to the bug-files group as requested

Edit:
I’d also like to point out that the latency gets so bad in some servers that it causes an entire server full of players to disconnect. I’ve been getting reports of players getting disconnected for the past 2-3 days and have also experienced it myself.

I see it, thanks! So was this taken when you were experiencing high latency? Do you also have a client log from that same session you could send over to the same group?

Yep, this was taken when I was experiencing high latency. About 6k ms ping when the microprofiler was used. I tried recording with the server microprofiler when there was over 20k ms ping but it refused to work completely with that much latency. I dont have a client log for that session unfortunately

Edit: I’ve joined another server and played for about 7 mins with 200ms avg ping before everyone got disconnected from the server including me.
image
Here is a snippet from the client log of this session

I’ll send the entire client log to the bug-files group.

I see, thank you! I am following up via DM with you since I have some more specific questions about your situation.

Hi, There were few memory leaks in Pathfinding which got fixed recently. Please let us know if you are still facing this issue.

2 Likes

Hello, just wanted to check in one more time to see if you are still experiencing any issues or if the Pathfinding fix from last year appears to have addressed them. If so, we will close this for now. Thank you!

1 Like

Yes this was fixed, thanks. Thread can be closed

1 Like