Airport Lag [Need help with Reduction]

I’m sure a lot of you hear about lag, I’ve seen threads about Lag and I’m not really sure how I can put them into my situation.

I have an airport - KMHT airport ( 29K PARTS )
Ranges from 4m-8m tris on draw distance.

Pictures of the airport vv
Im guessing where the lag comes from is mainly the interior or taxiways.


2 Likes

Have you tried utilizing StreamingEnabled?

5 Likes

Do you have a ton of complicated meshparts/unionoperations? If so I can provide a script that will convert all of them to RenderFidelity = Automatic which boosted the performance on my game by a ton.

Yeah I do, may I have the script? :smiley:

I have before, yes.

However StreamingEnabled caused me a lot of errors.

1.) Chunks did not load fast enough while in an aircraft or high speed fire truck, causing empty chunks.
2.) Because of Chunks not loading fast enough it caused destination airports to not load and for the Pilot to land in an empty chunk.

I would love to use StreamingEnabled, it’s just not feasible yet.

If you truly need everything loaded in because StreamingEnabled is not sufficient, then I would create a ModuleScript that you would run on the client. Based off the client’s average FPS (retrieving from Workspace:GetRealPhysicsFPS()), you can determine what parts to load in, what is whitelisted/blacklisted, etc. It is very time-consuming and not the most efficient way, but it will likely guarantee massive lag reduction on other devices.

EDIT: Try whitelisting, parts, then unions, then decals. If you need to require a part, fire a refresher event from the server.

I’m a terrible programmer, I think I’d make this even more inefficient haha

What is the part to union ratio in your game?