I’m making a game and I’m using maps that are ~50k parts in size. The maps themselves don’t lag for many people (including me) but for some people they do lag (especially game loading while transferring the map data for the first time the player enters the game - since I think Roblox is caching it). Currently what I do is just have the maps loaded onto the client via compressed map data module scripts and whenever a change is made the server tells it to all the clients.
Also I store all of the maps in modulescripts on the client from the start (I don’t pass the maps when that map is selected).
I don’t do any chunk loading (just let Roblox handle it however they do because once when I tried making a chunk loader it ended up lagging more than not using it at all), but I have streaming enabled (doubt it does anything though since everything is already loaded on the client?)
What am I doing wrong and how can I improve?
Some questions:
- Is it better to load the map on the client side locally or have it be on the server and synced across clients?
- Should I be using a chunk loader or try parenting parts to nil at all / reusing parts and not loading parts of the map?