Any explanation why roblox wont allow us to import more than 20k triangle meshes?

Why do we get a limit of 20k triangles to import?

Streaming is a delicate process. The more geometry you need to load, the longer the game will take to load. The bottleneck resides not in the engine but rather the speed of each player’s wifi.

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That doesnt explain why roblox wont let me upload more than 20k triangles.

Engineers pose limits because they understand exceeding those limits pose significant problems. Roblox games aren’t meant to be big. Roblox games are meant to be fast enough to join with minimal loading. Allowing extremely high resolution assets will increase the network load which not only costs more for Roblox having to store, host, and stream very large assets but also dramatically increase the load time for players. Players with internet connections that aren’t as sophisticated will also lose out on playing games with the high-resolution assets.

I got it, so we cant have good quality games because some people with bad deviced will struggle

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I usually advocate for Roblox, but, if very high-end graphics is your main priority, Roblox isn’t the right choice for a game engine. Roblox obviously doesn’t match the graphics capabilities of other engines (although it’s good enough to be quite impressive). Where Roblox shines the most is the unmatched iteration times, and the fact that the entire development process is practically free. Roblox is also a lot more compatible with the population so making a game on Roblox automatically opens you up to the biggest possible audience.

A higher tri count isn’t equal to quality… You can have high-quality low-poly games. and you can have high-poly low-quality games.

(what do you need that many tris for? Are you unable to (a) bake the details onto a lower poly mesh and or (b) separate the mesh into smaller parts)

I agree with @VegetationBush , if high poly high quality is what you’re looking for, check out Unreal Engine.

I dont get why ROBLOX limits the traingle limit, why no one can tell me the reason?

I want to import a car that has like 120k triangles

I mean, you could just split the model into individual sub-models, and then import the model file, which will create an instance for each sub-model.

It could be various reasons (thas alot of tris for a car, if its in blender try using the decimate modifier and or selecting all the vertices in edit mode and [X] Limited Dissolve)

  • lag (that is a lot of triangles to render for one object, what if you want 20 cars? That is like 2,400,000 tris!! + everything else)

  • storage (they have to store the data of that file, that’s a lot to store for one model, you could store a lot more models with that amount of space)

  • loading times (takes longer to load)

  • margin for error (the more triangles the more issues you could encounter (maybe?) then you would have to re-upload the asset who knows how many times and since you cant delete them from your account, all previous iterations are stored (that’s alot of storage space for one model)

Also also, If there wasn’t any limit… then people might upload models with as many tris as they have storage space for. Which if done repeatedly could use up way too much of roblox’s server storage, which means other people won’t have room for their models)

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That makes the texture outlines ruin the model

I’d expect seams around things like doors, the edge around the underside of the car, and sometimes the roof. Separating those should help reduce the poly count of the largest model (most likely the body).

  • storage (they have to store the data of that file, that’s a lot to store for one model, you could store a lot more models with that amount of space)

maybe they should focus on mass copied and spammed models/ clothes/ images in the toolbox.
also if i have a good desktop. why do i have to worry about lag?

the body of the car would like look cracked like a cut plastic toy, if i saparate the car body to multiple parts because the outlines of the parts affect the textures

Custom normals!!!

or bake it onto a lower poly mesh~

Roblox is intended to be played by children with low-end devices (e.g. ipads and mobile phones), which won’t have a lot of RAM to store the model data (mostly textures). By splitting your model into multiple sub-models, this memory can be easily managed since the model isn’t all one piece, and has more options when managing the model.
Although, I do agree that there should be a way to lighten the limits if you disable mobile/tablet for playable devices.

Roblox is intended to be played by children with low-end devices (e.g. ipads and mobile phones), which won’t have a lot of RAM to store the model data (mostly textures). By splitting your model into multiple sub-models, this memory can be easily managed since the model isn’t all one piece, and has more options when managing the model.

ok that makes sense as an answer. which is sad but i guess that is what it is

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It would take 600 200-tri models to equal your one 120k tri car

Because this game engine is… primarily made for people to make games for others. Others who may or may not have a good desktop.

Yes so my game is hindered because of some folks with low devices that are not meant for gaming anyways

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