Slow Performance
Turns that take longer than you expected — what is normal, what is your place being large, and what you can change.
Quick checks
- Check the step counter. If it is climbing, it is working. Silence between steps is normal, not a hang.
- Narrow the request. "Fix the reload bug in
@ServerScriptService/Weapons" is far faster than "fix my guns". - Name the path. Giving Revix a folder to work in saves it searching your whole place.
- Split big jobs into two or three messages. Two five-minute turns beat one forty-minute turn you cannot review.
- Leave the tab alone. The build runs on our servers; switching apps or reloading does not speed it up or slow it down.
How long things actually take
There is no exact answer, but these are the right expectations.
| Job | Typical feel |
|---|---|
| A property tweak, a rename, a one-line fix | Seconds |
| One screen, one script, one small system | A couple of minutes |
| A furnished room, a working shop with server checks | Several minutes |
| A landmark building, a full gameplay system, a whole map | Long — and it may need a continue |
The hard ceilings behind that: a single turn gets up to 120 steps and one hour of wall clock. Hitting either ends the turn cleanly and everything built so far stays in Studio — you type continue to carry on.
Individual Studio operations are also capped at 60 seconds each. That is why big work arrives as many medium-sized operations rather than one giant one.
Why a big build is slow, and what to do
Quality costs steps. A building is built in passes — the volumes, then the surfaces, then the detail — and a landmark is expected to run to hundreds of parts. That is what makes it look like a real build instead of six boxes, and it is also what makes it take a while.
If you want it faster, ask for less:
Block out the castle first — walls, towers, gatehouse, no detailing and no interior. I will ask for detail after I look at it.Then follow up with detail on the part you care about. You get something to look at in a fraction of the time, and you stop paying for detail on walls you were going to move anyway.
Map generation is the slowest thing here
Building a whole world is minutes of work, not seconds.
- The default size, at full detail, finishes well under a minute.
- The largest size, at full detail, is a quarter of a million columns of terrain and takes several minutes.
Two dials make a big map dramatically faster, and you can ask for both in plain words:
Generate a large mountain map, but use a coarser terrain resolution and go light on the trees and bushes. Speed matters more than detail.If generation outlives the wait, you are told it is still building in Studio, with the step it reached and a percentage. That is not an error — let Studio finish.
Big places are slower to search
On a large game, Revix looks at a prioritised slice of your scripts first — the folders real game code lives in — and tells you when there is more to look at. Listing a huge model is capped too, and you are told when the list was cut short.
The fix is always the same: aim it.
Only search ReplicatedStorage/Modules and ServerScriptService/Systems. Find where PlayerData.Coins is written.List what is inside Workspace/Map/Shop, not all of Workspace.Every @ mention you use is a search Revix does not have to do.
Model and thinking depth
There are two models. They are not fast and slow — they are quick and deliberate.
- Revix is the default and thinks lightly before acting. Right for almost everything.
- Revix MAX thinks harder before acting, and is on the Developer and Studio plans. Right for architecture-shaped work: a whole gameplay system, a tricky bug, a multi-screen flow.
More thinking means more time and more credits per turn, and it does not make a simple build better. Picking MAX for "make the baseplate grey" costs you both.
The thinking depth control in the composer works the same way: deeper settings cost time. The default is deliberately shallow, and very small requests turn thinking off entirely on their own so they answer fast.
Your plan does not change queue priority. Paying more does not make an individual turn run faster — it gives you more credits, Revix MAX, image generation and 3D generation.
Images and 3D models
- An image includes a free automatic quality check and, when needed, one repair pass. That is time you do not pay for and usually a better picture.
- A 3D model takes minutes. The card shows your queue position and a real percentage. The finished file is stored on our side, so a slow tab does not cost you the result.
If either returns "Too many requests. Give it a moment.", you are generating faster than the rate limit allows. Wait thirty seconds. Nothing was charged.
Things that are not the cause
- Closing the tab. Builds survive it.
- Your internet speed. The build runs server-side and talks to Studio through us, not through your browser.
- The size of your prompt. Long prompts do not run longer; they run worse. Messages are capped at 200 words for exactly that reason.
Still stuck?
If a turn is far slower than the table above suggests, note the step number it reached, how long it ran, roughly how big your place is, and the exact prompt. Post them in the Revix Discord: discord.gg/SDtaPGkUP4.