An easy way to help players reduce inventory lag

An easy way to help players reduce inventory lag
effort 4.0 5 quality 4.2 5 reasonability 5.0 6

As everyone knows, opening an extremely large inventory is one of the laggiest parts of the game. This is largely due to the sheer number of unique items (i.e. items with different modifiers or enchants). By comparison, my smaller save with around 5,000 items loads almost instantly without significant frame drops.

The best way to reduce this lag is to move unused items into the bank rather than keeping everything in your inventory. Unlike selling items, banking lets players keep their items which they might need later without losing (selling) them. However, the current banking experience is extremely slow, making it impractical to unload hundreds or thousands of items.

Proposal: An Improved Bank Experience

  • Add a “Deposit All” button to quickly move all eligible items into the bank, similar to how “Sell All” already works in shops.

  • Add multi-select support so players can deposit multiple different item types at once, just like the existing multi-select selling system in shops.

These features already exist in the shop interface. This should make them a relatively simple and quick QoL addition.

Making it much faster to unload items into the bank would encourage players to keep smaller inventories, resulting in noticeably less inventory lag while still allowing them to keep the items they want.

Example Usage

For example, I could sort the inventory alphabetically, multi-select every instance of a specific item (such as duplicate accessories), leave a couple of copies if I need them, and deposit the rest into the bank in a single action.

Instead of manually depositing dozens or even hundreds of items one by one, the entire cleanup process would take only a few clicks, making it much more practical for players to keep their inventories small and reduce inventory lag.

5 Likes

Fully agreed, this is needed QoL.

A relatively educated guess is that the shop interface has it, but it doesn’t batch the items to be sold, rather it only changes your money after they’ve all been processed.

At least, that’s from what I can see when it takes longer to sell 10 items than to sell 1, it should be the same speed.

1 Like

Can more people discuss here or something for boosting/visibility… really want this to be added as it’s extremely simple addition.

Sounds like a good idea to me.

Not knowing how anything looks behind the scenes, I’d be real hesitant to claim any changes as “extremely simple”.

I said this because the underlying mechanic is already there (shop sell).

It’s common sense, as was said;

The code can literally be CTRL + C → CTRL + V’ed, even better if its in a ModuleScript, for then you don’t even need to copy!

This is a change where the slight UI re-design to support this feature would take longer than the feature itself.

yes please

Lets get this post more popular

It won’t be implemented for a while even if[1] it gets approved, it’ll take a monumental effort of Vetex to dig through his wonky code to eventually give us a result that’ll likely cause more issues than benefits.

I would fully expect something like this to only transfer 1 item and delete the rest despite testers having tested it.


  1. The suggestions channel in vetcord is currently broken and therefore does not show new suggestions ↩︎

I doubt it would be vetex who does this, as Moochezz seems to do more logical stuff (as seen from patch notes).

It would also be easy to test as it’s just (probably) adding all selected items in a list, and applying the function (like deposit) to each one (the naive approach).
If we get tons of upvotes/replies, if even it gets approved - at least we know it will be added eventually (hopefully)

the name of the post made me think it was about inventory in general, but banking QoL is quite valid

It technically is, since I think people rarely put items in bank (even more rare for >10), so the bank QoL is only reasonable when combined with inventory clearance.

I full heartedly believe the solution to fixing the inventory problem is to load just ONE of each item. Currently, it loads EVERYTHING. Instead, it should just be ONE of the item, and when you click on it, it will then show everything for ONLY that specific item. All the different leveled, enchanted, modifed, and however all of those intertwine. However, I think this is a necessary change for the bank.

2 Likes

Thats actually a great idea!! I assume it would be like the auctioneer, where it only shows 1 image of each (base) item and when clicked, shows all of that, with a back arrow.

I had already made a suggestion that is this specific idea, at least a variant of it.

Yeah, except my hope would be that it just kinda slides out so it doesn’t shoot you back up to the top of your inventory when you’re done.

That’s wild lol

They just don’t care about us fr
Could’ve easily been the biggest part of the optimisation update…

to be fair, the “optimization update” is widely misunderstood from what im seeing.
for starters, its a few code and mostly rendering optimization from what i saw, which in fact have worked significantly.

roblox works on multiple types of fps systems, the engine itself i.e. physics amongst others, cap at 60fps no matter what you do, so the engine/server hearbeat being bad can cause direct noticeable lag, and in my AO experience as of late its always heartbeat/ping giving me lag, not rendering

Correct, it was the base-line to allow the other optimizations updates originally planned to be done.

Due to these changes, only users with specific CPUs, such as AMD’s 3D V-Cache line of CPUs, get an insane FPS boost whilst others will get nothing and some even get worse.

For most it’s both.

Though, the server-lag that is often caused by misuse of networking is caused entirely by the developers, and is stupidly easy to resolve at least at a base-line.

Just use buffers (being able to edit bytes directly instead of relying on the custom types of roblox) and unreliable remote events (TCP vs UDP type situation, Unreliable = UDP, therefore it has no guarentee of reaching the other side but it runs so much quicker.)