THE TESTENING - The Splittening - .NET 9 graphical client build #4774
Replies: 29 comments 121 replies
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So, at this moment, Resonite does not launch using Proton. I have tried different versions of Proton and they all come back with the following image. If I hit yes, it launches the site to install .NET. I am going to see to try and install .NET 9 through round-a-bout means. I think it should be built as self-contained. |
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KAYLA - 2025.7.8.73 - 2025-07-08 12_33_56.log |
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In the hour of testing I've done I can confirm most hitches are significantly reduced, worlds load faster, switching tabs has little performance drop. UIX Flashing seemed to be much worse. My resting FPS in worlds was nearly half what I would typically get with an uncapped framerate, I had trouble consistently reaching 120 fps in worlds I would easily reach that in normally. It may be related to frame timing weirdness or settings not being respected so I'll hold off making a more extensive issue for my reduced resting fps until those issues are resolved. |
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2025.7.8.248 [PRE-RELEASE] I got first two fixes for The Splittening build! I focused on the ones that prevent people from joining each other and one related that was made worse by some of the rework. I'll be sorting through more soon, but I'm kinda tired, so I only managed to do this so far. If you'd like to help testing, check this thread please: #4774 Fixes: |
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You can capture some pretty interesting metrics via performance counters since we're on a modern CLR now - .NET just has this stuff built-in and easily readable. I did this in a session with about 14 people, and you can see there's ~53mb of memory being allocated every second, with a GC every few seconds: You can do this with the |
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Tried the prerelease on some old hardware - pretty impressed with how it runs. Managed to get Kulza's Redwood Mansion Pool map to run at 20fps on a Core 2 Quad Q6600 - considering this is a 18 year old CPU, I'm impressed |
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initial impressions are good. though for further testing i'd need to wait on v-sync or frame limit to be implemented, as in its current state it places an unnecessary strain on my hardware ( yes i need all those 360 FPS in my Local /j ) |
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Did a small test this morning, everything went pretty well, stuff loaded super fast, barely any hitches when things were loading. At the end someone tried importing a ResonitePackage and the renderer crashed for everyone. The main process didn't though (which was super funny, since we all crashed to desktop, but we were still talking!). I had to force-close it with the task manager. Notably there Resonite showed up as a background process, which meant it wasn't showing at the top of the list in the task manager. Not sure if that can be tweaked. I'm also not quite sure what to report in an issue for the crash, since I haven't had time to test more / reproduce it, but here's my log files from that session: |
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Unable to launch resonite with the prerelease, i hit play and it tries to launch then a few seconds later it goes back to saying play on steam with no log file made at the directory or |
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WOW. Quick test this morning. The Alien Rescue world (not cached) loaded in 2-3 seconds. Shadowed Cove loaded before I could close the dash, so like 1 second. New MetaMovie world loaded in 3 seconds. And I just kept watching my frame rate go.... UP? I've never seen it do that before. Held a steady 120fps in all those worlds. Feels like an absolute winner, game changer, and a true performance update. No performance issues or weirdness that I could see. Had to remove my launch arguments. |
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Going crazy with particles no longer increases the cpu load, is the Particle system no longer multi-threaded? |
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First person view seems to be a bit weird when you can see your snoot and such. |
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2025-07-08.20-47-27.mp4the vieuwpoint not connected to the model so when jumping or just idle animation it does this where the inside of the head gets visible |
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Just wanted to say how much better testing is for these builds. For crashes, I dont have to sit through the insanely long startup process because... well, Resonite starts up so fast now! So testing crashes is so much less annoying. |
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Trying to launch via Steam on Linux with Proton currently doesn't seem to work. OS information: |
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I did some simple FPS testing between the current build of Reso and this build. I've noticed an increase in FPS in this build. What I'm most impressed is with the following metrics I took when I was in Redwood. Redwood (with the old renderer) hit 15 FPS on average, with a low 1% of 4 FPS, on the other hand Redwood (with the new renderer) hit 37 FPS on average and a low 1% of 11 FPS. In general I'm impressed how this has gotten so far and I hope this continues in the foreseeable future. |
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Is it normal for now that all meta memes are broken? |
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There is a crash upon entering "Bumper Dome" in "MMC: The Metaverse Hotel" World Link: [MMC: The Metaverse Hotel] Exception: Full Log: [WIN11 - 2025-07-09 Log] |
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Running into a issue I wanna get more eyes on and see if anyone else has it too. I am noticing performance randomly tanking in some world that seems to be tied to two things, Processed Tasks skyrocking suddenly (going from roughly 80 to the thousands) and appearing at the same time, This is horribly inconsistent, I restarted three times to see if I can trigger it doing the same actions in the Sandbox and as I started writing this while Resonite was idle on the debug screen, I saw Processed Tasks going up to the thousands and the above texture error repeating in my logs. Has anyone seen this in their logs/general performance? What were you doing and can you consistently do it? The latter question is what is stopping me from making a issue directly about this. Example of my log that includes a crash that just happened when I tried exciting the world while the above issue was happening. |
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DESKTOP-OTQN0RR - 2025.7.30.1026 - 2025-07-30 20_44_36.log |
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importing fbx does a crash i looked in the log it doesnt say what caused the crash the log just ends abruptly |
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Since this is a performance issue, it may not be appropriate to post it at this time. In UniFesta2024, the framerate goes up and down considerably compared to the normal version. Probably because of the Uploading related logs (especially the stack trace). Pre-release2025-08-05.19-00-37.mp4FUZZY-2504-WIN - 2025.8.5.477 - 2025-08-05 19_00_00.log Release2025-08-05.19-04-25.mp4 |
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#4803 can this issue be reopened because its crashing again when importing fbx |
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Is this still the case? I see on the issue board "reimplement VR support" is in "done", but there are a few VR related crashes. I'm wanting to test with VR and was looking at the first post because it has the instructions and saw this. |
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My dashboard was reset during Prerelease testing. |
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i have a few issues, not sure how best to report them, have a few logs of the ones i have figured out, and a bunch more idk. i'll include one from the first issue. SystemLinux, Arch (EndeavourOS) a few updates behind, but relatively up to date Issues
Reproducing1a. Go to Settings, Graphics 2a. See other applications playing audio |
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Just a heads up, given that we had feature parity, resolved major general stability issues and other bugs and there have been a number of sessions and events on the prerelease that ran quite stable, we have locked in release for this Wednesday (20th) to main! This doesn't mean that work will stop on 20th - there's still a number of minor issues that we'll resolve post release, but we don't see any as blockers for general use - many of them are either very specific scenarios and have workarounds - essentially the builds now feel good for normal use (with many people already migrating to the prerelease) - meaning we can deal with them in release (which makes the process also easier). Unless something catastrophic comes up, we'll sort out the most pressing remaining issues by 20th and then more in typical post-release iteration! Thank you everyone for helping us get things to this state so far and catch so many bugs and issues and make the builds as stable as they can be! |
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Hello everyone!
It's time! The Splittening - the last phase of our "Big Performance Update" is ready to start testing!
It's not complete yet - there's still a chunk of things that need to be implemented, polished and tuned - please check info below on what's missing, however it's in a state where it's beneficial to start checking of bugs and issues.
We're starting the testing with desktop only mode - VR does not work yet - but it will soon! However this is not necessary for initial rounds of testing.
Also the build is still being tuned! There's some weirdness with some performance issues that are being worked on. For an example you can check this devlog: https://www.youtube.com/watch?v=vTQdG3yqjFw&feature=youtu.be
Build Version
Please check the latest [PRE-RELEASE] build in #Updates on the Discord or the Updates post in this thread.
What is being tested
We're testing "The Splittening" - a joking name for separation of FrooxEngine and Unity into two separate processes. FrooxEngine now runs as .NET 9 process, which should provide substantial performance boost compared to Unity's Mono.
This is a drastic change in how the engine works with regards to rendering and we need to make sure it doesn't break any existing behaviors.
See here: #2429
And here: #706
General testing notes
TEST THESE BUILDS AT YOUR OWN RISK
These are a prerelease builds, meaning the implementation is INCOMPLETE and likely contains bugs. Since VR is a lot more intense, if you suffer from PHOTOSENSITIVITY, I strongly ADVISE AGAINST TESTING these builds, especially in VR. Bugs can cause BRIGHT FLASHES and other CORRUPTED VISUALS! Let people who are not sensitive to these test this first!
Please note that these builds ARE NOT early access to the splittening - they are INCOMPLETE and do not represent the final state of the software. I do not recommend doing any conclusive benchmarking and drawing conclusions at this point, since there's a number of debug mechanisms and bugs that mess with performance and can severely degrade it.
Local database location
The prerelease uses separate local database due to slight incompatibility between LiteDB with .NET 9 and Mono. You will need to do a fresh login and you'll have a fresh local. I don't recommend using those permanently as the database will be switched back to main location on release.
The structure of the build is also now changed somewhat:
-- You NEVER run this .exe yourself, it's launched automatically
DO NOT overwrite your worlds/items with this build. There might be compatibility issues & data loss - always save a copy!
They are also not backwards compatible, so if you switch to the main build, they'll be broken.
How to test
The builds are on the
prereleasebranch.prereleasebranch and make sure the build updates before you run itNOTE: Currently you might need to install .NET 9 Desktop Runtime manually, because we do not have an install script yet. You can find it here: https://dotnet.microsoft.com/en-us/download/dotnet/9.0
If you're on Linux, you're currently on your own too until we make install script.
What to test
-- Check if their properties work as they do on the normal build - and if they transition properly when changed
-- Did they convert properly to remapped types? Are they working as they should?
What are renderable components?
Here are some examples of components that are "renderable":
What to watch out for
What NOT to test & report
If you find something that got broken
-- IMPORTANT: Unity log is now under
C:\Users\<your username>\AppData\LocalLow\Yellow Dog Man Studios\Renderite.RendererIf you find that stuff works okay
Please report it too and include details on what you generally tested, so we know things are okay. You don't need to make a new issue for this - just a brief comment in this Discussion is fine.
How long will testing go for?
We plan to release this to main on this Wednesday (20th). All remaining issues will be sorted post release.
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