What are the biggest bugs and issues you are having with R2 rooms right now? Or what are the biggest issues you see players having in your R2 rooms? We’re interested in this from the creator side and the player side.
I’ll take the info we gather here and get it to the R2 team. Detailed descriptions of your issue and any photos or videos you can include are very appreciated!
What do people find frustrating about RIO / the R2 monetization tools? What are the reasons someone might avoid using RIO or prefer using R1 monetization methods (Keys, Currencies, Consumables)?
The economy team is interested in feedback here.
Thanks for reading and were looking forward to seeing your top issues and feedback on these two questions!
The biggest issue i’ve had with R2 is performance. our contest map has a pretty good reception. However, alot of players tell us that the bad performance basically kills the vibe. which sucks because theres barely anything we can do about it!
Collisions on maker pen objects for sure. I have a game called ‘Tactics2’ and there is a part of the map featuring a hallway: it’s inaccessible because the collision is like, off to the side
Just over all stability. The amount of times that a random replicator or animation gizmo has crashed me to my dorm or even corrupted my room (not an over exaggeration, I had to restore a save through Rec net) is too high to count. The constant and consistent lag spikes anytime I press the pallet, or spawn a chip, or press a keyboard button when typing in the search bar makes creating in Rec Room really discouraging. I know you’re just asking for the bugs and issues we’ve had, but I’d like to recommend a pause in adding more and more features, and a focus on improving the stability of creation in Rec Room. If you truly care about the creators like you say you do, as a creator, I’d like to see creation in Rooms V2 in a stable state.
R2 has horrific performance with vr, especially stand alone. My frames go down every once in a while and make it hard to focus on anything
Other peoples avatars begin to glitch in my games. When they walk or even move, they fling across my screen and disappear and reappear.
This is more of a suggestion, but I just really want more customization when it comes to player models. Making them move their hands, doing a certain gesture, making them invisible.
The RIO system is fine, but I believe it could be better with global inventory items. Being able to collect an item from one room and use it in another opens up more possibilities for R2.
Trigger handles and gun handles have a problem where if you drop them and pick them up a little to quickly, then it will bug out and you won’t be able to pick anything up, even your maker pen.
1st the amount of crash rates is a problem, 2nd collisions and shapes shifting makes it very impossible to publish a room that works. 3rd players teleporting/freezing instead of being where they should be. 4th the new rendering system to raise performance or such, it doesn’t work makes lag worse. it just makes to so that pc players which usually could load all of a rooms 1 room cant load and see a rooms 2 room to the fullest.
whats the room name and how many shapes do you have in the room?
Also have you seen any trends in what type of players are complaining about bad performance (mobile, console, PC, VR)?
And how many players can be in the room at a time? if its a high number of players in the room together and a lot of objects perf could deff become an issue. One option is to reduce the number of players who can be in an instance at one time together.
Creators load their rooms differently than their players. Thats a weird thing that happens, one of my friends enabled this setting that makes a room load in as “Always Edit-Ready” for players, which I think that means players load in all our circuits as we see them but hides them so the players don’t see it, and apparently it improves performance and fixes a lot because the circuits actually decide to work. It’s very frustrating that we had to find that out ourselves instead of RoomsV2 deciding to make circuits function correctly for all players.
Another is when you reset a room enough times, circuits begin to break and you need to refresh the entire room to get your circuits back to normal. It’s something I’ve experienced a lot with our enemy bots in our contest map, room resetting breaks the game slowly instead of doing what it’s supposed to do, and resetting the game.
For RoomsV2 and the way they deal with makerpen creations, it feels as if it can’t handle it. I’ve been to very detailed and pretty rooms and my game cannot load all of it at once (I play on a Quest 3 on PCVR), so it unrenders things in front of me and loads them slowly back in. It ruins the experience for art/hangout rooms made of makerpen because it creates frame drops and data timeouts, and also renders players as low poly LOD’s??
Standalone players get it the worse, if you don’t have a good running PC (which a lot of people play on standalone quest) then you suffer frame drops and lag all the time in these rooms. It’s all around unstable.
are the replicator and animation gizmos the primary culprits here for crashing to your dorm room? what are you doing with them when you crash? Any details could help us track down what the actual issue is here. Is the issue happening more in rooms as they fill up with shapes? One way to get us more info on these crashes is to send us a log file via the in game system - Settings > Misc > Bug report.
For the lag issues - what platform are you playing on?
Performance like most said, i wasn’t able to release my contest map due to it, we could barely get into any subroom, when we did pulling out our maker pen had a 50/50 chance of crashing us, then when editing frames were awful.
Last night before we had to call it off, our animators were at 1fps trying to work, it was awful.
We had four months of work go into our room (we had worked on a concept before the announcement and just transferred it when we learned of the theme) & to loose it all in one night felt just awful
I participated with 2 teams for the contest, here’s what I heard:
Main issue was frames. If you joined the game without pulling out your maker pen and doing work, you could have I guess decent frames? But after working for a bit, you can drop straight down to 1 fps.
Dropping your makerpen. Sometimes after dropping your maker pen, you have 3 ways to go with it. 80% of the time it’s just freezing for a few minutes or for a bit, 15% is crashing to your dorm, and 5% is Rec Room automatically just quitting the game.
Container Collisions. Sometimes with containers, the collisions just magically fly away from where it actually is supposed to be on the map. Let’s say I have a build that’s 1,1,1 big at position 0,0,0 - the collision has a chance of not being at 0,0,0 but instead being at 3,2,4 or just further away? It’s confusing and it could happen depending on how many objects there are plus how many times you save with the amount of objects in your room.
Quest Accessibility. As well as the frame drops, if your room’s really high quality, Quest players cannot join at all. My RRStudio map’s Co-Owners couldn’t even join the main room without going back to their dorm on quest, but it’s fine on PC.
Objects Not Loading. This is more prominent in containers, however depending on how much is in your room, your objects could look weird and disappear completely until you select it with your maker pen. It makes it incredibly hard to see what the map looks like until it fully load.
Invisible People. Players who join the room before you have a chance of being invisible and frozen on your screen. But then sometimes every few minutes, they teleport to their new position and freeze again. I think it may fix when someone leaves the room but I’m not sure?
Replicator Bug. Sometimes when trying to replicate something, it says “Cant access” in errors. Happens a lot.
All of these happened in either my maps: ^Verdence or ^SolarisShowdown if you need a reference room.
Monetization wise, I think having Keys, Currencies and Consumables is WAY better than Inventory items. While yes, Inventory Items do the same thing, but it gets confusing when it comes to having the Key-equivalent in your game. Despite working in Rooms 2 for months, I’ve never gotten used to this change. A lot of my new projects are in Rooms 2 and still never gotten my head around Inventory Items completely. I’d love it if it was more catered towards recreating Keys especially, but I doubt it’ll happen nor do I know what it will take.
This bad VR performance is specific to R2 rooms and you don’t see it in R1 rooms? What are the patterns for when you start to see bad performance? are you usually in rooms with a lot of shapes or a lot of players?
Do you have any video of this or rooms where we could see it happening? Do you only see players fling across the screen in VR or on all platforms?
We’ve heard this request before and I think there are a few threads here in the forums on them, be sure to find them and give them an upvote or start a thread for each request if you don’t see one for specifically what you’re looking for.
Good feedback thanks! Do you think most people find RIO easy to work with? What complaints do you hear from players who prefer not to use RIO?
humm good report thanks! I thought we had fixed this a while back but maybe it came back. If you have a video of it happening I can send the team that would be great!
The worst issue is always the horrible performance and derendering
I can have 7.81% ink in limits v2 room with 60 FPS on quest 2 but in rooms 2 with a equivalent of 10% ink in a normal R1 room runs 16 fps
The new rendering system doesn’t increase frame rate on lower end platforms at all, and it makes my entire map look like ass because it takes 10-20 minutes for the whole map to load.
And even then it still doesn’t look good
When are you hitting the most crashes? In rooms with lots of shapes and lots of players in them? or even in a new R2 maker room with nothing in it and no players you would hit crashes? and what platform are you on?
When do you notice collisions shifting? is it after you scale an object? or are the collisions off from the moment you spawn the shape? I thought we solved a lot of the shapes moving stuff but if you’re still seeing that too let me know what this looks like (a video would be great)
you’re only seeing players teleporting / freezing in R2 rooms?
The container had lots of squares; it wasn’t moved, more scaled: it happened roughly after uploading RRS: I had messed with the Hull/Children collision setting though
humm I do remember that feature going out and it looks like this:
We’ve added some features that allow you to control if the room is “edit-ready” and ready for creation. Rooms will now load as edit-ready for Creators by default, and you can specify how you want edit-ready rooms to load for other players in your subroom settings. You can also visit the “This Room” page to know if your current room instance is edit-ready!
I’d recommend they disable edit-ready loading for all players unless they need players loading all of that creation data for some reason each time they come in. I believe the best use of that feature is when a room is private and everyone in the room is someone who needs access to the creation data to make edits to the room. I’m not sure what all players loading the creation data would have once a room is published and having a lot of players join. I think you’d want it off in that case.
oh you’re saying by toggling on edit-ready for all players that solves some circuit issues for the players in the room? That would be wild since I dont think that feature should cause the circuits to run any differently. What is the room name here in case someone wants to go look at this and see what is happening?
humm can you upload a video of your ‘resetting the room’ breaking things issue? I think we’d need a lot more details to track that one down. Whats the room name?
Good info on the rendering issues, sorry you’re hitting those. Are you mostly hearing the rendering issues from VR players or from other platforms too?
Sorry to hear yall weren’t able to publish the room
How many shapes were in the room? Was it bad performance from scratch even with nothing in the room? Or did it get worse the more shapes and the more people you had in the room working on things together?
We’re there any trends in what would cause a crash? it was just 50/50 anytime anyone would pull out a Maker Pen? No patterns around what they were working on, how many ppl were in the room, what platform they were on, or anything like that?
Did you all hit any issues when you would put your Maker Pen down? Or only when you pull it out?
Yes, the replicator and animation gizmos are primary culprits, but I wasn’t doing anything specific I could call out. I was just editing the animations or spawning objects with the replicator, and my game would crash. The crashes happened in rooms no matter how full or empty they were. For my platform, I’ve been playing mostly on PCVR with an above average PC and a Valve Index, and it’s still sluggish to create things in Rec Room, let alone Rooms V2. The only times I don’t seem to have many lag issues is on flat screen PC, but for me it’s difficult to flow when I’m not in VR. So creation is decently stable on flat screen PC, but that’s it from what I’ve tested (PCVR, Quest 2, PC, Mobile).
were the creators hitting FPS issues all in VR? Or were people on other platforms also hitting frame rate issues?
good info thanks! any pattern here on platforms that were crashing more than others when dropping the Maker Pen? or did this happen more once a room was full of more shapes or more other creators?
good info thanks! were some of these collisions off from the moment the shape was created or did you find they became wonky over time as you scaled the shape or moved it around?
The Quest / VR players will just hit a black screen / load until it fails and sends them to their dorm room?
is there a number of shapes in the room where you think this started to kick in?
interesting I’m seeing a good number of ppl reporting this so far.
Did you notice this replicator bug happening more with certain types of objects? like would it happen more consistently with weapons or inventions or just with anything / everything?
Thanks for the room names!
For RIO stuff - is it just that Keys were easier to understand? Is it that more circuits are required to make RIO work? What part of RIO seems harder to learn or use?
Big cheers for all of this detailed info you’re a hero!