A large number of ObjectValues?

So my game has a lot of mobile players, so I wanted to optimise the game more so more people can play it without low FPS.
My plan was to make a LoD system. Here is how I did it:
I have a tag in CollectionService called “LoD Low” and I have assigned a bunch of models to it with Tag Editor.
When you click a button, the localScript calls :GetTagged("LoD Low"), and adds ObjectValues to them, with their object value set to the parent of that model (so the script would know where to put the object back if LoD changed back to high), and then parents the object to ReplicatedStorage.

That system works, but Im a little concerned over the amount of ObjectValues used.
Is it ok to have 50 - 100 object values in different objects, or do I need to somehow unify the objects to 1 folder/model?

I’m not an expert in game optimization, but the amount of ObjectValues we’re talking about should have little effect on the client and the server. Your system sounds good, as long as you aren’t constantly checking for all the tagged parts every frame.

If you’re really scared this might affect performance, you can use Roblox’s microprofiler to see the difference in performance of the game with without your LoD system.

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Thanks!
Extra question: Would it be better to create the ObjectValues on the client or server?

You’re trying to create an LoD system, so I’m pretty sure creating them on the client is the better option.

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