Kristin C. said: Hello everyone. I wanted to let everyone know that we're still actively working on ways to improve stability and minimizing bandwidth requirements for WebRTC. The feature clearly doesn't work for a percentage of our userbase, so that's not something that we can simply let lie as is, nor put a "Task Complete" stamp on it development-wise. WebRTC is still pretty new, with very sparse documentation available, so advancements to make this feature better is going to progress in awkward jumps and stalls. The Roll20 admin team is very small, with two coders alongside Roll20's co-founder Riley. They have to hold the line on several fronts in regards to the bugs that crop up on the platform and designing future development. Not to tell you how to do your job, or run your business....but the last statement of "holding the line for bugs....and designing future development" should not apply to this issue. This was a broken update, has been broken for 3+ months, and as stated by SFX, I feel that most users are either not reporting or have given up. That being said this thread is 20 days old and has been viewed 2993 (at time of me posting this), that averages out to 149.65 views a day. So there are a few ways to look at this...on average, 149 people a day have a concern to check on the status of this issue or have some curiosity about the issue. To put this into perspective, the post New to Roll20 or RPG? Need Guidance?... has been viewed 122746 and is ABOUT a year old, so by average 336.29 people a day look at this post. Volo's Guide Bug report, which is 3 months old has 6178, so this would average out to 63.69 people a day. This should show the volume of people that are concerned about this issue. I know the devs and PR team are tired of this issue, as are the users, but I think every available resource needs to focus on fixing THIS issue. I think that new developments need to be put on the back burner until the core gaming system, the one that is so heavily advertised and promoted, is working to 99% reliability. Not to mention that I feel you increase the possibility of breaking more things and getting further behind the 8 ball. Are we to understand that the devs, found the issue, but do not have a resolution at this time? Has any consideration been given to engineering a new solution?