Game sits on "Waiting for an avalible server.. Retrying.." for a prolonged amount of time

Our game Greenville, is having an issue where new servers are not being able to be loaded into at all and taking a long time. Players are reporting this in private servers where 0 people are playing and it sits and loads infinitely. (This is also happening on public servers)

(System info: Windows 11 Desktop PC with i7 8700K/32GB RAM/RTX 3080)



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Expected behavior

To join the server immediately without issues.

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Not sure if there’s anything you can do besides waiting for the issue to fix itself. For how long has this been happening?

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Sat with mine in the background for half an hour and yeah it just won’t load. Seems to have started today and mostly affects larger sized places from what I’ve seen?

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The thing is, Roblox somehow reduced the server ram from 6.25gb down to around 3.8-4.0 which is extremely bad for some games which are very memory intensive.

I have my game, Metro Mania, and i can say from now on that it is completely unusable hence this change. Neither it can RUN which is very bad for our community. I dont know why they did this but roblox needs to find a solution for this asap as many games will die.

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Our game utilizes teleports and reserve server along with teleport service was also broke all last night to today.

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So for context, my game had previous issues regarding server ram. As it spans for around 20-40k studs in all directions its inevitable to use a TON of ram for storing stations tunnel paths etc. So because of this when roblox reduced the server ram limit from 8 to 6gb, the server crash frequency had increased exponentially. I have managed to reduce the ram usage just so it can be usable under 5.8gb.

The problem is, things got worse…

Now they reduced the server ram limit to 4gb which make the game completely unusable and unplayable as it does not EVEN LOAD anymore, neither in studio or live. Keeping this in mind i made several experiments to test my theory and its true. When trying to load the assets manually the ram would cap to around 3.8-3.9 gigs then the infamous error 277 came, crashing the server.

I can’t do much about it and its very sad to see that they don’t even care about bigger games who need this resource for proper use. And its a shame that they don’t give us the ability to limit or unlock the ram depending on use case. I’m not saying this with humiliation but those things are BASIC needs for more advanced use cases. You just cant limit the functionality for everyone just so it can be “user friendly” ROBLOX PLEASE LISTEN and give us more flexibility for setting those kind of things when we want advanced tools to play around with. EVERY. ENGINE. HAS. things that ROBLOX DOES NOT and those things assure very in depth functionality, like custom shaders, node materials, rendering settings and stuff like that. Now talking about the server, things like managing the resources, performance and other things. I know you have closed solutions made to work, but the things is that i had SO MANY ISSUES that i cant even call them like that. It’s the third time thinking about retiring off this garbage platform that only cares about money and advertising instead of giving PROPER tools for developers. I care about your goals as much as i care about my own toilet paper supply, it’s sad.

Very sad that we came in this situation with no announcement, no informing, no solution no nothing.

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Cannot reproduce:
Greenville by @milk74l8O :

Untitled Trucking Game (private) by @Rekotora3349 :

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Great, so coming back the issue is somewhat fixed as the game got back the 6gb servers. Still, they tried forcing 4gb which is not a good thing. But you can see below from the last 24 hours metrics that its indeed been reduced.

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Me and OP contacted devrel about the issue and they resolved it before this reply was made.

It seems to be resolved since around ~40min ago.

EDIT: If this really is Roblox pushing more restricted RAM budgeting, they didn’t really give us any sort of post or heads up on that happening–but also, it seems a bit late to be doing that in my personal opinion. Giving the servers less RAM than the average client has nowadays seems a bit extreme for such a growing platform. But I’m not entirely sure this is what happened.

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My place (Testing2 - Roblox) was also having the same problem last night, but is fixed today. My game is rather large too, but server memory sits between ~2500 - 3000 so I’m not sure if that really was the issue or not.

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Hey everyone, thank you for reporting this issue. The team investigated and this should now be resolved.

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@cellork1 can you make a separate bug report about your memory issues? We don’t believe they are related to the issue that was impacting Greenville (and has since been resolved).

There should not have been any reduction to the memory available on servers.

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I can’t do a separate topic as its related to this issue, many games including SCR, Greenville, Croydon, Metro Mania as my game and others were affected by it.

I’m not really having a memory issue, its just the fact that the game is huge spanning for around 20-40k studs in all directions from the origin. And for some reason because the servers wont get past 3-4gb in ram, the game would literally not start. And not just for that experience id as we also have a development place with a literal clone of the main game, same thing happened. Now it seems that the issue has been fixed once with this joining issue. But hear me out, this has nothing to do with the actual internet connectivity issue or the game using lots of ram, as the 277 error also happens for servers that get past the normal 6-7gb limit, and its probably a safety VM measure for the server instance running on the actual AWS servers.

I am very familiar with this type of behavior so please don’t give me the typical Roblox support response. So, with that being said let me give you a brief summary of the issue of this topic.

Everything was normal, the game went running in parameters, then around 2AM EST the servers would be capped to 3-4gb in ram, being unable to literally initiate the server. So, in the morning i was informed about this issue thinking that it might be a script having a memory leak or something, this was not the case.
For optimizing studio workflow, we move every 3d object in the server storage just so its not rendered when testing and such. At runtime everything moves back in the workspace for normal gameplay. When disabling this process the game would start as normal, but the ram would be capped at 3-4gb. When manually transferring the objects in workspace using the developer console in-game the memory would sit at 4gb then the server will crash, again, this problem no longer occurs as you guys had a fix for it. But, during the issue of THIS topic we and SCR had this issue. It’s surely related as you can see the timeframe in the server ram metrics above. If you want even detailed performance metrics here they are, AANNDD the game was not closed whatsoever:






You can CLEARLY see that this happened in the same exact time this topic had the issue. This is what in fact happened because joining the game would have the same result as Greenville, just not loading, and for answering the ram was the issue. I hope this was not an experiment as you can break a lot of games reducing the server ram to 4gb.

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