Anything less laggy than GetPartBoundsInRadius

Um. Is there anything better than workspace:GetPartBoundsInRadius? Let’s say I am trying to get certain parts in a radius of 400 what would be less laggy/intensive? I have tried filtering out parts I know are not the ones I want via elimination but that just made it even more laggy (I was using OverlapParams). Am I doing something wrong?

You would check the distance of the part from the origin using magnitude checks. At that scale, you wouldn’t want to do something this performance intense.

No there unfortunately isn’t, that is the most performant way available.

Don’t lie to me, tell me the truth. Now

Doesn’t this work fine?

local filterObjects = {workspace.Part}
local params = OverlapParams.new()
params.FilterType = Enum.RaycastFilterType.Whitelist
params.FilterDescendantsInstances = filterObjects

local partsInRadius = workspace:GetPartBoundsInRadius(put your startingpoint.Position here, 400, params)

But beside of that, Why do u need such a huge radius. Maybe we can look for alternatives

I’m trying to get specific parts inside of that radius :roll_eyes: around a centre point. Filtering out parts I know are not the specific parts I need to not work either. My game uses streamingEnabled so it’s not a viable solution anyways

There isn’t another way, I’m sorry. That is the fastest one.