Our title, Teensy Tiny Tankery, has seen major frame stutters over the last two days. We used the Universal Windows Application for a majority of testing and development through December to January in order to ensure we could ship the title for XBOX systems later on. Recently, we are seeing frame stutters every third frame and are unable to find a direct cause. The microprofiler is not listing any of our scripts as the cause and we do not know of any other platform-platform differences that could be causing this.
We have moved to the X86_64 application for continued development, as the UWP application is causing nausea for some team members.
Processor: Intel i9-10900F @ 2.80 GHz
GPU: AMD Radeon RX 7900 XTX (24GB)
RAM: 128GB DDR4 @ 3000MT/s
OS: Windows 11 Pro 24H2 (26100.3025)
Windows Feature Experience Pack: 1000.26100.48.0
Expected behavior
Unified performance between the UWP and X86_64 applications for Windows. The microprofiler should be reporting similar graphs and frame rate deltaTimes.
Thank you for the detailed bug report! Can you please attach (to the private message thread) a Microprofiler dump from the UWP application when it’s showing this behavior? Since the problem appears in the on-screen Microprofiler, we should be able to tell what is going on from the Microprofiler dump file.
Additionally, as a heads-up, please note that our UWP application is distinct from our Xbox application (i.e. UWP and Xbox share approximately the same amount of code as Win64 and Xbox). It is still useful to test with other Roblox clients, though, as this testing can surface issues such as the one we’re discussing here.
Thank you with the extra clarity for the UWP and Xbox App differences - we used UWP as a testing grounds as controller input felt slightly better for it, while the executable would sometimes find stickdrift errors that weren’t present on brand new controllers.
I’ll generate these files tomorrow for both x86_64 and UWP, then send them over.
One is a HTML generated by the x86_64 application and one is a .txt generated by the UWP application, alongside a brief description of the gameplay actions being performed.
Hi Claire,
You can find the UWP app HTML dumps in the following folder:
C:\Users\[[username]]\AppData\Local\Packages\ROBLOXCORPORATION.ROBLOX_[[random_hash]]\LocalState\logs\
Hi, this issue is still a persistent problem on the UWP app and we’re about a month away from debuting the game’s BETA at GaMaYo Leeds. Can we get an update?
We’re well into BETA and working with a studio on the project, but this issue doesn’t go away on UWP. If the game’s .rbxl itself is needed, we can send that for testing too.
The frame stutters appear to be caused by the Avatar Menu. I’ve found that the avatar menu feature, Catalogue and customization features, especially after prolonged use:
Make Lag Worse for any and all titles.
Creates a memory leak. (This disappears after the app crashes or the player apparently leaves the customization/avatar menu or catalogue menu)
Causes purchase requests to the wrong items. (I found this out while trying to buy the “Beige Bow”, only to be given the wrong bow entirely in a completely different area of the store. This appears to be caused by the caching of the item’s details when loading items progressively.
Suggestion:
Fix or Deprecate the current UWP app. This performance issue has been an increasing problem for months, if not a year, and shows no signs of stopping. The impact on user transactions with incorrect items being added and game projects is worsening the longer it goes on and it appears the ROBLOX team cannot support this app as intended.
Thank you tons for taking the time to report this issue
I’m glad you’ve figured out a way to work around it. Please let me know if I’m misunderstanding and you’re still blocked.
Otherwise, rest assured - we’re working on an app update that will address this issue
Hopefully, this issue will be a thing of the past in a couple of months.
In the meantime, I’ll close this bug report since you’ve worked around it and we’re actively working on fixing it.
I haven’t found a single way to resolve the UWP App performance issues outside of completely abandoning it for the native x86 application when trying to benchmark projects or customize my avatar.
We want to guarantee our support for the UWP application, like we are trying to for Windows x86, MacOS x86/ARM, VR, Consoles and Mobile Devices.
I hope the update comes sooner than later, because UWP is in a dire enough state to really need it.
I thought you guys planned to deprecate the Microsoft Store UWP app since you added the FFlags FFlagUwpMigrationDialog and FFlagUwpMigrationNextPhase and also because the icon wasn’t changed there to reflect the new client icon that’s being used in the desktop Win32 app. It’s interesting how the Microsoft Store UWP app is still being updated despite it clearly being planned to be deprecated.
It could be that they mean there’ll be an entirely new app that’s being submitted to Microsoft for approval, one that will exist alongside the current one (but has to be kept separate).
Migration might not mean “go to the Win32/64 ver”, instead it could mean “We’ve uploaded an entirely new app on a different foundation, this one will stop working soon.”