Does having multiple place's help do with the lag?

Does having multiple place’s reduce the lag?

Recently, Stayline Studios has been facing an issue. A lag issue. We want the game to be as ‘accessible’ to as many people as possible.

So, in order to do that, we want to reduce lag. A good idea that came up is to move players from a lobby to one of the three maps. The maps have a massive storage problem. So, would the lag be reduced if we made multiple maps? What are the consequences?

What should we do?
  • Yes, doing this will reduce lag…
  • No, it wouldn’t do much…
  • Other, opinions…

0 voters

If we talk about different places, not maps, then it actually would help, if it still lags, I recommend you to do some kind of “zone render”(Render parts only when a player is close to it)

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If you’re talking about lag produced by the amount of parts and visual objects in the game then yes splitting them in multiple places would help

1 Like

You can turn on Workspace.StreamingEnabled

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What do you mean by StreamingEnabled?

It is a property in workspace that lets you dynamically load and unload parts and terrain automatically.

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