Do two polygon Meshparts cause less lag than parts?

I am making a voxel game with infinite terrain generation, but generating a bunch of parts causes a lot of lag and I want to reduce it. Would using flat MeshParts made of 2 triangles/polygons create less lag or more? I have made parts invisible, skipped parts that cannot be seen from all sides and hidden surfaces that cannot be seen using SurfaceGui, but there is still a significant amount of lag. I would think that only 2 triangles/polygons would cause better performance but this is also more objects so I’m not quite sure.

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I’m not 100% sure, but you could try that. A feature you can try to reduce lag is having StreamingEnabled on and play around with it.

From my experiences having Streaming Enabled causes even more lag than without it when using infinite terrain generators. I already unload chunks that are out of render distance.

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