Unexpected server performance degradation scaling with players

I run a combat community (similar to NW) where we have ~250 player battles per server. To achieve this, optimisation has been done to allow for it to work smoothly, and has for many months.

Recently, I have identified (and i believe other communities with a similar scale also have) server instability and extremely poor performance scaling with the amount of people ingame. This is despite any changes made by me to the experience, as i did not update the place until this issue started appearing. Inspecting server activity leads me to believe that this is something related to an internal Roblox update (which i believe has also been identified by others)

I was wondering if anybody else has experienced this and if this issue is already interally logged?

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I am also experiencing identical issues in my community. We have battles with 100 or occasionally 200 to 250 players per server, and while it ran smoothly for months or years, performance has recently degraded significantly despite no significant changes being made to my codebase.

These server issues emerged around February 17 (Not an exact date as we host events only a few times a week). Prior to this, our game handled 100 player sessions with ease and could sustain over 200 concurrent players without any noticeable lag. Since that date, however, hosting even with a hundred players has become almost impossible due to some unknown reasons.

The attached Microprofiler screenshot was taken during a session with 150 players. At this count, player movements were only replicating approximately once every 2 seconds, making the game completely unfunctional.

If anyone else is seeing these similar problems, please share any information or logs you have.

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We started experiencing issues around the same time, with it becoming unplayable on our February 22nd event.

I will grab microprofiler logs from our event today and share them here if it helps identifying the issue.

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There are two others posts in regards to this, I believe.

One in which I myself have posted. Sadly there doesn’t seem to be any public response from the Roblox team, which is disheartening seeming as this is clearly effecting thousands of players on the daily.

Would you be willing to share any additional information, there seems to be a handful of reports about it relating to streaming, although my community & game doesn’t utilize Streaming Enabled. I am curious if you are actively using it?

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I’ve been unable to record anything of worth (although I am somewhat unversed with the MicroProfiler which may be the inhibitor), but I will retry at our next event to see what i can pickup.

We do have StreamingEnabled enabled in-game, but I do not believe it is the root cause given our objects are rarely streamed out due to our settings, however I will disable it and benchmark if it is indeed the cause.

UPDATE: After finding some microprofiler logs, I have identified “SysEventLoop.runOnce()” occupying a large portion of it, which i have sent in Sudden surge of replication tags correlated with massive transmitted server data in my game

My game does not use StreamingEnabled, yet we are still suffering from this issue.