My game, World War Tycoon, has been having an issue since the summer with player connection issues. Occassionally, the whole server will have this disconnect issue, thereby bringing down the overall CCU count.
First and foremost, I have done a fair amount of polls and surveys within my group’s Discord server to see how often people have disconnection issues, and a majority of players report either having no disconnection issues, or if they report having disconnection issues, they do not disconnect until after well over an hour of playtime. I myself have encountered this issue once or twice ever on the game, but the server was still up and I returned to it.
That being said, the amount of players that encounter this issue is significant enough that I see it can drop the CCU when it happens, and I assume players won’t return to the game after disconnecting, so this obviously is a hamper on my game gaining CCUs.
At first, I wrote this off as some of the player base playing on lower-end PCs and mobile devices, but some of the people reporting disconnection issues said it only happens on my game, and not many other games.
For reference, my game has the following measurable performance stats:
The compute efficiency is not the best, but I know of plenty of other games, that are pulling far more CCU numbers than my game, having significantly lower compute efficiency.
Our Client Memory Usage on PC is around 2000-3000 MB range, and on mobile, it’s in the 1500-2500 MB range. I know that is not ideal, but I don’t see many games go under 1000 MB. My developer team and I also shaved about 250-300 MB of usage from the Client Memory Usage with some recent optimization updates.
There is a fair amount of terrain on the map for the game, including water, and we do not use StreamingEnabled. I have considered using StreamingEnabled for the game, but the map isn’t the biggest terrain map I have come across, and I would prefer to not have to lower the render distance on a map that isn’t the largest. However, I am considering “hollowing” out the map a bit to free up space. Not to mention I would have to make sure everything works with StreamingEnabled.
I am going to go on a whim and assume that the terrain in my game is a big culprit.
I am not sure if this is more of something on our side, or more of something on ROBLOX’s side. What am I doing wrong, and what can I do to improve?