Do meshparts always have 12 triangles?

I’ve learned that if you use the same mesh and duplicate it, it only has to be loaded once, which is good news, however, I’m wondering, if I have a model which I export as an OBJ file and use it as a mesh id for a mesh part, will it still have 12 triangles like it used to or will it change depending on the file?

So if I have a model with 5k triangles, and export it as an OBJ, then import it back into a mesh part, will the mesh part now have 5k triangles? If so, how then does it reduce lag as I’ve heard?

no, if your mesh has a tris value of 10,000 and you were to export it as .obj or .fbx, then if you were to import it, it will still have 10,000 triangles

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But then why do ppl say it reduces lag?

If your tris value is small then it will reduce lag

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If you decimate it the tris count decreases, potentially reducing lag.

no? faces convert to tri/triangles which is how game engines render them so for example, if you got a quad, you would get 2 tris and a 5 vertices ngon, you would get 3 tris


Probably a misunderstanding. 3+ years ago, before CSGv2, Roblox CSG operations would often generate some really bad geometry (duplicate faces, degenerate triangles, etc) and you could reduce the count by exporting, cleaning things up in a modeling program, and re-importing. But just reimporting is not useful on its own.

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