Awesome stuff overall. Though this may be just me but quite a lot of these changes don’t feel that major to begin with. Play testing is pretty fast these days though it’s only fast on the default baseplates (which I have to say that at this point, play testing could be quite a lot faster on what is mostly just 2 parts, a character and Roblox only code). Large places still suffer from prolongued wait times when play testing and stopping play tests. Streaming Enabled further adds it’s own wait times on play testing too.
Right now I still have to use task manager to close studio since it’s literally incapable of closing itself quickly within large places. Studio will often hang for minutes on end and even sometimes never actually shut off and remain as a small hidden process.
Personally so far I also can’t yet take the benefits of what the new explorer has to offer due to it being broken and/or missing critical features. (All of which I have mentioned in the next gen explorer thread)
I don’t mean to undermine the good work done here but again, so far I’m not that impressed by these optimizations.
Large places are their own special challenge. One of my favorite posts we’re keeping evergreen as the team works to tactically address pain points is this post.
Again, fixes can only go so far, which means behind-the-scenes we’re also researching ways to scale Studio for editing/authoring places even larger than the ones today. These have a longer time horizon though as much proofing, prototyping, and iteration needs to happen before we can put them on the Creator Roadmap.
I’ve tried the next gen studio and explorer betas and found that they cause my framerate to drop to 40 FPS on a computer that’s supposed to be able to run everything.
I run studio on a Ryzen 9 with 16 cores, 64gb RAM and a RTX 4070 ti and it STILL drops to 40 FPS on an empty baseplate when I have next-gen studio and explorer enabled, I had to switch back to old studio to run at normal speed again.
Next-gen studio definitely needs to be looked at before it’s released.
i’m no graph wiz, when i see that graph all i see is ‘funny rainbow is smaller, and smaller must mean less time taken to do things’. so I give it a 10 out of 10!
There is also this odd issue with studio right now
Sometimes just clicking your mouse in the studio game window while in edit mode causes some weird fps drops for a few seconds. This is more noticable if you are moving your camera around at the same time
Sometimes, you just focus on the most random things we developers don’t think of but will 100% increase our love for the engine as a whole . I’m a proud developer @ ROBLOX!
Really like the steps Roblox is taking towards Studio. I’ve been spoiled by other programs’ performance and using Roblox Studio felt archaic and lacking in comparison. But let’s hope it becomes a seamless experience in the near future.
Personally, I find team create/place opening/login not that big of a deal, considering you only see it a few times a day. What actually does kill my workflow and hangs the most in my development is the CTRL+SHIFT+F or Find All / Replace All.
The codebase doesn’t have to be huge at all but that functionality has the capacity to fully freeze studio when searching for small amounts of code, which requires restarting Roblox Studio. If there’s one thing that requires massive improvements, it’s that feature bar none. My only wish is to get this feature even 10% as fast as Visual Studio Code’s Find+All+Replace.
I end up not using this feature at all since it’s a landmine in any of my projects, and I often use CTRL+P to find the script instead (even if its less efficient).
Infact I switched platforms to Mac in early 2023 for a more reliable experience before these changes were even implemented, so knowing that there’s improvements on top of that is great news to me when I want to be able to iterate on my work quickly.
Happy to see that diagnosing and resolving performance issues has been a pretty large focus over the past year across many teams at roblox, especially occlusion culling!
Thanks for the feedback! Plugin performance has been an issue for us too (when we get bug reports and ultimately the performance woes are tied to a 3rd-party plugin) so we would love something like this too.
It has come up in discussion before, but I think there were certain challenges we would need to solve before reliable detection can happen. Will definitely bring up with the team though, and see if we can revisit the idea. Thanks for mentioning it!
Absolutely, that is why those features are in Beta since we don’t have the same hardware and setups available for testing the wide spectrum of dev machines.
If you haven’t already, please add your findings (including which Studio version number, e.g., ‘0.658’, since fixes go in on a weekly basis) into those Beta posts for Next Gen Studio and Explorer, where those teams are directly monitoring for feedback.
And thank you for trying out the Betas and sharing feedback!
Indeed! We’re in the process of re-writing the Find All/Replace All system from the ground up to fix its performance and improve its reliability - stay tuned!
Thank goodness it’s being rewritten I’d like to mention this issue that’s been a big bummer for my usecases: if you use RegEx in the find-all, and employ a new line, it refuses to match anything after the newline, along with the newline itself. an example:
The code
local BaseGradientLabel = TextLabel:Clone()
BaseGradientLabel.AnchorPoint = Vector2.new(0.5, 0.5)
The pattern to search for
local BaseGradientLabel = TextLabel:Clone\(\)\nBaseGradientLabel\.AnchorPoint = Vector2\.new\(0\.5, 0\.5\)
It seems like the recent studio update has completely broken the EditableMesh API. I tested my game with everything working fine, came back 3 hours later and upon opening Roblox Studio it was all broken.