Good info thanks! are you mostly hearing of these performance issues from Quest / VR players or are you hearing it from any other platforms too?
- All platforms experienced this issue to the point where it could become unplayable on VR, hence my point 4.
- It was basically just PC we experienced this because nobody on Quest could load into the room.
- It was after putting multiple shapes into one container. We didn’t move the container after that, just saved the room, saved it as an invention and then moved it to a new subroom. Over time or after saving the room, collisions broke.
- Yes, basically what I said for point 1 in this message plus previous.
- I don’t have an exact number but it was around the time we imported maybe 15k-20k objects into the map after we already had roughly 5k-8k? I’m not confident on these numbers but one of the inventions I saved had over 2k objects, so I wouldn’t be surprised if the map has 20k objects right now.
- It happened for all types of objects to my knowledge. The main ones we used were glass and weapons, both of which broke.
I think it’s just that Keys that were more easier to understand. I don’t think it’s more circuits but it generally just gets confusing within circuits. To me, the easiest part to do with RIO are Consumables and Currencies; where you can have multiple of.
Every issue i currently experienced making the contest with Rooms2.0 (Quest 3, ^SavingTheSolarCity):
- Maker pen giving you a 30 second lag spike when you or another player takes out their maker pen
- Moving a container or a tube point lags your game down to 3-5 FPS
- Experienced around 5 memory loss crashes and a message saying “Rec Room Ran out of Memory” this week
- Sometimes the backup save button gets greyed out after you crash
- The save button gets grayed out randomly, so you literally can’t save your work
- Objects in containers disappears until you hover over it with your maker pen or get close to it (then the objects slowly disappear again). This started to happen after the update
- Containers still has collision even though you turn off the “Enable Collision” button
- Players get desynced or are completely somewhere else when they join, so it will look like they are just teleporting
- VERY long load times
- Hitboxes on containers sometimes offset somewhere else (rare for me but one of my friends experienced this a lot)
- Grabbing a gun handle when another container is connected (Disabled Collision) reduces your FPS
- Animation controllers STILL can’t go inside containers. So if you want to use the pathfinder + Animation, you need to set the animation’s position on the Pathfinder
- Setting an animation’s position somewhere does not work when you are not authority of it
- Setting the Animation’s position also unsyncs the animation’s position, so if you want to make a bot that attacks you, you need to cycle through who has authority, and check if they’re authority constantly just to make it smooth, which is WAY too much net for just one AI.
- Theres a chance the undo button will be greyed out in containers or in Circuit Boards or just say “Undo Failed”
- There was a rare moment where every object left its container and all the hitboxes was disabled
I want to use other people’s legacy inventions from the store. It is excruciatingly annoying that with rooms 2.0 I am able to acquire unlimited ink, but cannot use player made inventions for my project development. I still have to resort to 1.0 rooms for this reason. Please consider this. Thank you.
Hello i’ve got a lot of problems with room performance, it has been so hard to build in there cause there was sooo much lag, also when a player in the room grabs a maker pen the game freezes for 7 secs or more. Either deleting shapes its still laggy and really annoying.
Generaly the lag when i spawn an invention that has over 100 parts to it, its almost unusable. Another issue is the collision offcentering, its terrible that you work on a map just for collision to mess up.
also r2 is a lil confusing all together for r1 users.
Our room name is called ^TerrorAtNewHaven. I don’t have any video evidence of how resetting the room breaks things unfortunately, very sorry (I could always go into my own RoomsV2 room and try to replicate what I did), but I do have some footage of my old playtests on our older versions of the room, where I played as my main account, and then I went on an alt accout in the same day and how our enemies did not spawn in correctly for my alt account.
For the “Always Edit-Ready” feature, I was not there when my teammate for the contest set our room to that option, but she told us that she got reports of people experiencing lag in our 2nd subroom, and as soon as she turned that setting on, all of the subroom’s performances improved. I also had some standalone Quest friends play our game and they mentioned nothing about lag.
My friends and I explored some contest makerpen rooms like ^Neohara and ^NeosKosmos, and they had trouble loading in makerpen objects correctly.
I was playing with my VR friends, I was on PCVR Quest 3 and I had two friends on PCVR Quest 3, and one on a Quest 2 standalone that suffered the most frame drops and lag.
The amount of lag. I understand that even in rooms one, if there are to many shapes the game lags, but in rooms 2 i don’t even have to make a single shape for lag to become a problem. Mostly it’s opening my makerpen menu. I’m sure you are already working on lag reduction, but this is my main setback. Even so, I love what y’all are doing with rooms 2 and cant wait to see what you do with it next!
Name ^WrenchesNRoots. Shapes: Somewhere above 500 (Im not sure if theres an easy way to get how many shapes there are in a room so im sorry if the data i’ve given here is unhelpful). Most complaints come from VR & PC. The room allows 8 players at a time (but lag mainly kicks in around 4)
“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?”
More shapes did make it worse, most subrooms were between 4,000-20,000 shapes (almost entirely tube & ribbon, although even low shape rooms (5, 000) were extremely laggy,
Animations were being done in a simplified white box room and just having character models and the simplistic white box was incredibly laggy
“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?”
Crashing was constant, loading the room, pulling out maker pen, editing tube points, hovering over containers, moving bits in an animation, pretty much everything would lag,
We worked with one person in each subroom due to the Ghost Object bug,
PC VR, PC, Quest 3, Quest 2 were our systems, PC standalone was slightly better then quest but still highly buggy and just constant crashes
(If you want to check it out the room name is DeusCulpa, we’ll be fixing it up for publish over the next few weeks/month)
“Did you all hit any issues when you would put your Maker Pen down? Or only when you pull it out?”
Both were rough, without was definitely better, but without was a lot more rendering issues where stuff wouldn’t render, still a lot of lag without as well, maker pen was worse
Hope this helps
Edit:
Also the lack of clamps, & the issue where you had to manually select all shapes within a container to clone them or they’ll all change position also just broke us
Physical collisions (like walking and climbing) get all messed up. Sometimes saving the room will fix it, sometimes saving doesn’t fix and I need to delete the shape and replace it again.
The collision for the maker pen (the green outline) also gets messed up, which I don’t know a fix to. It also affects the blue points when editing tubes.
Most Frustrating?
- watch UI not Loading due Failed player load.
- Crashing
- really old bugs from beggining of rec room being in rooms 2.0
- Really laggy when doing anything
- No all Rooms 1.0 props.
- Useless updates
- not needed features
- clamp like feature without merging items which rn its not possible
replicated swing handles completely break when someone pulls out their makerpen
Bugs and frustration ![]()
Starting To Build ![]()
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!!!YOU CAN’T BUILD WITH FRIENDS!!!
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•when grabbing
with off hand to turn objects it disappear
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•when making a objects not able to group them without lag or issues. if you want to group all together or in separate groups and then make it into a bigger group you can’t without limitations to detail objects end up breaking the game or crashing
•make the hierarchy ask if u want to name a object after making to make it easier to find later if objects breaks or gets lost
I’ll be writing more later I have more issues then this more on animations and other props and circuits and R1 objects also fixing pivot points
A bunch of common issues I’ve found with my rooms 2 games in order from most frustrating to least:
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Sometimes public instances in my R2 games randomly completely break (most of the time in old instances). Usually multiple of these things happen in the broken instances.
1 - Objects are moved.
2 - Objects are randomly grabbable.
3 - Collisions don’t work on objects and players just phase through them.
4 - Circuits don’t work properly -
Watch doesn’t load sometimes making it nearly impossible for players to buy things. This issue happens a LOT in ^KeysAndKnives.
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Players are sometimes frozen in place even if they are moving. Also had issues with players jumping and it looks like they are teleporting to the ground before they land.
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Replicators are still kind of buggy and sometimes they won’t spawn an object when you tell it to.
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Performance issues when you have a lot of maker pen shapes. Sometimes equipping the maker pen can take a really long time and I’ve noticed really low fps.
Hi, I was the one who made the call to set all subrooms to “Always Edit-Ready” in ^TerrorAtNewHaven.
I found that as soon as we published, issues that never appeared during our internal testing suddenly cropped up and made the room practically impossible to play from start to finish. RRS Assets, Models, Maker Pen Objects, etc. were mostly(?) unaffected, but circuits were totally dysfunctional. However, I couldn’t replicate many of the issues that players were reporting during our playtest.
I eventually discovered the Creation Data Load Preference option, and decided to switch it to Always Edit-Ready, which fixed many of our circuit-related issues. I’ve heard from another creator on Discord that switching to Always Edit-Ready fixed issues and improved performance in their room, too. Consider having a chat with @Andana about this as well. (I believe their room is ^SolVengers)
As for Room Reset, this is probably me doing bad networking circuits, which sometimes don’t reset properly the first time. Bots that were in the middle of combat will sometimes continue attacking on Room Reset, if the timing was unlucky.
I set a subroom to not load creation data by default and every time i loaded it my game would crash, once i tried putting it back to always loaded it just wouldn’t do it.
Yeah i also noticed the watch bug in your room during the glitch grenade contest
Biggest issue is when you save the game completely breaks and players name start bouncing up and down
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There is a lot of bugs in R2 , and that’s normal , it’s an experiment. The most annoying bugs are : A : when you start an animation controller and the whole room drops to 10 FPS I B : when someone edit a tube in a room or any other stuff that needs to be edited and your FPS drops to 10

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Honestly, i don’t know , i can’t really answer that because the only time i made a R2 room is for my R2 class and my contest room , in my opinion it’s pretty good tho.
Hope this helps y’all !
