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?

79 Likes

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

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

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To investigate the issue, I compared ServerProfiler CPU flamegraphs from about a year ago and from today in my game.


147 players, March 7th, 2026

In the current capture, a large portion of the frame time is spent inside SysEventLoop.runOnce . This function does not appear in the profiler capture from a year ago.


114 players, March 1st, 2025

What makes this confusing is that the game should actually be more optimized today. Since that earlier capture, the number of unanchored parts being replicated to the server has been reduced by a lot, and several systems such as ragdolls, accessories were moved to the client side.

After these optimizations, the server ran very smoothly. However, since February when this issue started appearing, server performance has become problematic again.

Because of this, the newer profiler result seems counterintuitive. The server should have less work now, yet much more time is being spent.

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Bump this happened to our game as well with 325 players

We ran it fine 2-3 weeks ago.

This needs to be fixed.

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Issue is still persisting, although we noticed an improvement in performance in our event yesterday.

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Server performance in general seems to have gotten worse. I don’t know if they’re trying to cut costs by throttling down servers and cramming more server instances per-box, but it’s noticeably worse than it used to be. Interesting how servers seemed to have degraded significantly since the “More Server CPU” update which was supposed to dynamically increase CPU allocation the more players you have per-server.

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Bump, the lag is so bad this need to be resolved.

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Hello, could you share your placeid so that we can take a closer look at this issue?

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Here, although it has calmed down for us recently, i fear it may be starting to re-appear.

The issue seems to have definitely re-appeared, although not as bad as prior still causing major impact in-game.

Having the same issue with our game. We used to be able to run 200+ players in one server with no server lag. However, a few weeks ago it lagged terribly with 120. It got better over the weeks but today, just like for @AdmiralSkylar, it was really laggy once again. Here is the game: BLACKPOWDER | Play on Roblox

This problem is happening with us for a while, and everything we’ve tried is lowering down StreamingEnabled max range is not helpful and other things - Trying to find it through the Microprofiler is not helpful nor the devforum as this is a roblox sided issue (all of the other stuff is normal. This is the roblox game link here with Place ID: 115488869918307.

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Still experiencing this, has resurged definitely.

I did some scriptprofiling and here’s my results:

On the client:

On the server:

Let me know if you need anymore stuff to investigate this. @regdorf

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Hi all,

Thanks for the reports and your patience while we investigate this.

We’ve just rolled out a change to how we manage server resources under high load, particular on servers with a large number of players. This is aimed at improving performance in the kinds of scenarios you described.

We are not yet certain this fully addresses the issue, but we wanted to share this update as soon as possible while we continue exploring other possible reasons.
If you continue to see the same symptoms as before - especially on high-player-count servers - please reply with:

  • a link to your experience
  • approximate time and time zone
  • any server details and observations you consider to be useful here

Where possible, we’ll try to look at an affected server live.

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We’ve noticed a massive improvement in server performance recently, returning to being able to host our 200+ battles in one server. While this seems very good, this issue was resolved before and re-appeared so I will continue to monitor - but for now it seems to have wholly disappeared.

1 Like