Hello! I’m currently having issues removing lag from a game. Personally, I don’t think the game is laggy at all. I’ve done all that I can to remove lag. I asked about 20 people in game if they thought it was laggy and they all said it wasn’t, however the owner of this game that I’m working for says that the place memory is too high so it will be laggy, so I need to lower the place memory, can’t figure out how to. I don’t really think it’s necessary because I don’t have any lag, but they say otherwise.
How large is your game? Based on the numbers you gave, it sounds like a very large world. It might help to use StreamingEnabled. It’s easy to activate and has huge lag-saving potential if implemented correctly.
The more important statistic is usually Client Memory, which you can check at the top of the menu. Try and keep it under 450 or so, as requiring too much memory can cause some lag.
If you’ve done both of those things, you can be rather confident that your place is as low-lag as it’ll ever be. Best of luck!
I’ve already used Streaming Enabled, but the issue is they don’t want me to use it because the UI breaks when I enable it. The scripter has these invisible bricks all around the map ( which makes no sense I don’t know why ) but it’s all scripting for the UI and when streamingenabled is on, they don’t load, the UI breaks. I really want to have it on because it makes a noticeable difference but they wont let me. I feel like there’s nothing else that can be done.
No issues with double bricks, shouldn’t be any issues with the models, the game has no high detail models, it’s all very simple. Don’t think there’s issue with code. Only thing is that the GraphicsTexture count is high.
If you’re using a lot of high-definitely Textures you’ll encounter this issue. It may (regrettably) help to use lower-quality Textures to reduce lag. However, if you and 20 players agree lag is not an issue, it’s probably best not to sacrifice looks for run speed just yet.