Is Aotr Cap Capped at 12 Fps on Purpose? Debunking the Roblox Rumors
Roblox operates on a single-threaded task scheduler for Lua scripts, tightly bound to a proprietary rendering pipeline. In Attack on Titan: Revolution, every grapple hook release, gas burst, and blade strike instantiates distinct visual effects and raycast checks. In prolonged raid sessions, the client fails to promptly garbage-collect discarded particle emitters.
Memory usage climbs steadily over a 30-minute play session, frequently jumping from 1,100 MB to well over 3,400 MB on PC clients. Once client memory saturates, the garbage collector initiates aggressive sweeps that temporarily pause execution frames. If a memory sweep happens during high-action sequences, local frame presentation plummets straight into the single digits or settles near an uneven 10 to 14 fps. It mimics a hard cap, but the root cause is pure resource starvation.