Does streaming actually help with optimization (like fps, network, etc)?

Im creating a game which has about 30K+ parts in every sector (4 sectors in-game total). Without streaming enabled, it causes lags and fps drops. When it is on, its better but not really because when you are in sector, it automatically loads another one which is near to you.

Would it be better to split sectors on far distances, so they will load once you teleport to them? Or just disable streaming and leave stuff how it is?

The main purpose and benefit of streaming is memory. By only loading in a certain amount of the world, Roblox can keep the memory footprint to a minimum.

The drop in lag and increase of FPS is a side-effect, since the engine doesn’t have to render as much either. Typically, if there are FPS issues, I would not look toward streaming as a solution. Instead, look into other causes of the lag (e.g. poor script performance, too many physics assemblies, etc.) and try to address those first.

You could also split your sectors as you mentioned. Doing that can help out a bit. Roblox also announced at RDC last week that they will be introducing occlusion culling, which will automatically stop rendering objects that are visually blocked by other objects (e.g. a distant sector of your map that can’t actually be seen will not render). I don’t know when the release date is for that feature though.

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