So someone told me the reason for the constant freezing is when we have an event receiver and a delay chip. I tested the theory and created something in a published map I have that was running really smoothly for me. I made a leadership board configured with player time in room. As soon as it was set I was having screen freezing every 5 seconds or so. This was the players advice lol. But I have two other built maps with tons of work on it. Is there any way around this?
#possible reason for lag?
1 messages · Page 1 of 1 (latest)
literally not true even at all
The last thing you should look at for lag is circuits
Okay so help me understand
And if your room is made with studio, you should REALLY look at your objects, give em some LODs and optimize their colliders
Not made with studio
Are you doing massive amounts of memory manipulation (Like modifying lists alot at the same time?)
My A* algorithm lags when I make it do alot of calculations (Like hundreds in the same tick)
Hmm. I’m not sure tbh… I kinda just need someone to come in and diagnose the room a bit. My hangout map has quite a bit going on. Some major ones are:
xP rank progression (not the new rec room one)
Working dodgeball game but idk if that even matters if no one is using it
Other than that it’s mostly trigger volumes for sound, 2 random clicking area counters. Art boards. Rainbow name, a radio with music that only plays for hosts/owner.
the lag is not going to be caused by circuits that simple then
its going to be caused by the map itself
Cryptic, try using a 2 minute delay, do you notice any lag spike? A while ago I noticed that with longer delays, they give lag when the after delay fires.
😩
This was on Quest2 however, so it may not apply
Some things can cause a small lag spike when loaded for the first time, not sure how much this applies to delays though
A good example of this is the first use of a studio function
Yeah but there was a consistent lag spike for 2 minute delays or higher
Maybe try it out
Go pick up your laundry
lol I did haha
But yea it’s doing that same thing in my PvP one
Tons of cv2 there
While Cryptic is typing a paragraph, here's Anakin
Well, 2 things:
- Does these lag spikes occur ONLY when circuits are shown? if so thats not a problem (consider turning off circuit visibility and rejoining the room)
- Removing unnessary object boards, its a waste of chips (rec room thing) and its a waste of memory (computer thing), do this by configuring the object, scrolling to object board and then confirming the deletion of the object board
Still does it even when circuits are hidden…
Could you explain object boards in simple terms. I’m very very new to all the creative rec terms.
When you make seat, it has object board above it
Delete the object board by configuring the seat, and clicking Remove Object Board
Like I said, rejoin the room after hiding the circuits as they are already cached in memory
Circuit components by default spawn with an object board, configure the object to delete this, this will save you chips (3 + any circuits inside), and memory (from the game no longer needing to render/cache the object board)
Hmm. I have a lot of those actually
Okay I’ll try that now
And each of them (from what I saw in the video) has its default object board, this means each object is going to take up 3 chips (Circuitboard, In, Out), plus a bunch of other chips that are inside the circuitboard (seat get seated player, seat set seated player, seat unseat player, seat set lock players in, seat set lock players out)
So it still lags after rejoining with circuits off
But I also rejoin with circuits back on? I have to always change that setting. Is there a way to turn it off all the time?
Is it literally something that says object board?
Makerpen Menu > Settings > Tools > General Settings > Show Components When Not Holding Makerpen
Thank you
Configure the object using the
Configuretool
Scroll down in the configure menu until you see the button labelledDelete Object Board
Delete the object board
"Object Board" is the name of the "container", the actual circuitboard name is going to be named after the component by default (like "Seat" or "Text" or "Point Light")
Okay yea still the same after rejoining
Alright I will go in and do all that. When deleting an object board does it change something drastic with the use of things. Sorrry if this doesn’t make sense. It makes sense in my head lol
Quick question. Why would one player experience lag and another wouldn’t? Does that tell me my internet isn’t fast enough for some of these rooms?
internet wouldnt cause lag
RecRoom is client sided, so your data doesnt need to be uploaded to any servers
Your device is probably just worse then theirs
telling since you're on mobile
This is on my ps5 though. And I’m connected through LAN
Recroom is ass bro. Half the games broken, plus they keep adding new stuff that keeps breaking the game. I play on PCVR and I have my PC full on freezing for a solid 10m just to even get on, not to mention the lag as well.
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Most players on PCVR, loading time causes the game to be slower
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Quest standalone overall causes lots of lag becuase it's standalone
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Playstation, recroom causes everything to be slower overall
Overall its not your device thats the problem its Recroom. The games broken on most devices. Theres your answer
So I basically need to wait for rec to handle it… 🫤
There's no waiting lmfao
It's broken
Every time they fix something they break something else
There's always going to be issues with recroom
Trueeee
@novel halo Replace the delay chips with your own custom delay
I experienced this in my room and it helped a lot
I’m super beginner with this stuff. I’ll google what you mean lol
Circuit board is what i mean
Circuit board instead of….?
Delay
You make a delay chip
Without using delay
Use a universal time chip and put a int variable on synced maybe, connect seconds to the int data slot on the variable and spawn an event receiver and set it to when int variable changed signal output. Put a bool variable to tell it when to stop and start and there.
And use a 30hz on the variable too
The problem is with delays (just tested) if you have a 30hz into a delay cancel then each time it triggers it lags
It's a new bug
It causes lag spikes bc rr is buggy
Yea… used a very simple circuit for time players are in room in an empty map… suddenly started to freeze
I went to a event yesterday and same thing was happening
maybe because with longer delays, "Cancel" needs to clear a bunch of memory (clearing the queue of the delay chip)
If we assume there are 30 ticks in a second, you would need to cancel ~300 things from the queue
Makes sense
Both of my rooms have a massive amount of circuits. I’m not versed in cv2 to go in and make changes… 😑
Do you think it’s gunna be worth waiting it out for rec to fix it? Or should I be going in and changing every delay and event receiver?
Idk how to fix it so probs just waiting hopefully this Tuesday we get an update. I just reported it to Willchil
Okay thanks for the help.
Both
🫤
Try changing the delays and then wait
It won't do anything like Cryptic said it's constantly adding a delay queue then when you cancel it removes them all causing a lag spike.
Willchil did say they are trying to fix it but it's difficult.
I meant a make a custom one
Eh not really worth it it will probs be fixed in an update or 2 lmaoo
People can just deal with lag I mean TMNT is the laggiest RRO
Bruh my room has a 8% crash rate
😐
Also you’re wrong its rec royale
🧢
having a high mobile crash rate is not a problem
they crash all the time
the rec center probably has a 30% crash rate
Imagine TMNT Lmao
what’s murder v3 mobile crash rate?
20.5%
yeah not bad for a room with 4k circuits
What if your vr crash rateis high
did a workaround for the time being, yet even so, the saving of the room and having everything yet the CV2 saved should be sorted first