140-150 mesh parts for one car is bad for performance?

Since i can only upload up to 20k triangle mesh parts and my car consist of interior, and details. All the mesh parts except the wheels are CanCollide=false, CanQuerry=false,CanTouch=False. Will that still going to be slow in runtime than 20-30 parts in gameplay? Also if i have like multiple (20+) cars like that in the will the roblox engine handle it?

Edit: The thing is i dont really understand how the runtime(in game) performance is running and what is better. that includes if i do CanCollide=false, CanQuerry=false,CanTouch=False and if with that i will get the same performance as one big mesh running in game

Move this to #help-and-feedback:game-design-support please.

Yeah… no… any computer would lag with THAT many meshparts and triangles. Use decimate modifiers in large amount OR use PBR textures to simulate the same details but with lower poly count.

It’s not really bad or good. If some of your meshes aren’t unique, then instancing can probably save you some performance. If not, then instancing can only help you with having multiple cars that share the same meshes as the first car.

Yes, it will still be slow at runtime, but I don’t understand what “parts” you’re talking about exactly. However, if I had to guess, you’re probably referring to the rectangular box parts.

The engine can handle it if all the cars use the same meshes as the others, which will allow instancing to create fewer draw calls. Otherwise, your best option is:

  1. Get the mesh and bake the normal map from the mesh data.
  2. Create a less detailed version of the mesh and apply the normal data onto it, hopefully making it look similar to the high-quality mesh.

There are many factors, and it can vary depending on your situation. However, some things to consider are triangle count, draw calls, and overdraw.

Instancing: Part Instancing - pre-release announcement

1 Like

So one car with 30 meshes of 20k (30 * 20k=600k) triangle each is better than a car with 150 meshes of 4k (150 * 4k=600k) triangles for runtime performance if all are unique ids?

Yes, 30 meshes will be better than 150 with less triangle count. But do you really need 600k triangles in single car? My most complex models never exeed 20k triangles, you need to try optimize your car a lot…

1 Like

I download cars from sketchfab, so i dotn know where is a good place to download good roblox cars. They have interior so that explains all. I plan to have the doors open/close wheels and driver wheel rotating when the car is moving and steering

The Roblox engine isn’t built to be able to handle models with extremely large trianglecounts, especially when considering Roblox’s core audience & their device specifications. Most maps I’ve created rarely tend scratch 600k triangles. I’d avoid places like sketchfab where the models are more tended towards more professional-standard engines such as Unreal & make your own or spend a ridiculously large amount of time optimising the model.

You can also probably find lower-poly alternatives but judging by the high trianglecounts I’m going to guess your goal is realism with this game so :man_shrugging:

Or you can try to remake car using downloaded one as good 3d reference.

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.