Draw Calls and Triangle Count Increasing Despite No Change in Part Count

I’m not sure if this bug has already been reported or not.

The bug I’m experiencing occurs in my code that retrieves cached parts. The retrieval works by checking whether the number of cached parts exceeds 50. If it does, the oldest part is reused; if not, a new part is created and added to the cache. However, when I inspected the draw calls, I noticed that the number of rendered triangles doubled—even though the number of parts in use did not increase. Though I’m not sure if this is due to a mistake in how I implemented or created the parts, is this behavior intentional?

Expected behavior

Well, I expect the triangle count to stay roughly consistent with the number of visible cached parts, even when reusing them.

A private message is associated with this bug report

Seems like the red lines are causing more draw calls. are the red lines parts?

No, I don’t think so. It mentions something related to animations failing to load.

is it a published game? if its local in studio that might be the issue. enable http requests in settings

I don’t really think that’s the issue, since everything is currently handled on the client side.

In the first screenshot you do not have any shadows, but in the second, you do, so the doubling there is reasonable to me (you can even see that the tris have come from the Shadow section, which went from 0 (0 tri to 5 (5342 tri), although I’m not sure why Shadow increases a second time

I thought that was the case until I decided to disable CastShadow property and test it again



I’m not sure if this issue is related to my hardware (though I’m fairly certain it’s not). However, if you’re willing to test it as well, I’ve attached the place that’s able to reproduce the problem.

Try to press and hold your Mouse Left Button for like around three minutes(?)

SimplifiedGunScriptQuestionmark.rbxl (56.3 KB)

The first image in this has no shadows at all fyi, you should be testing with the same scene, with the only difference being the parts being added

From the first image to the third, the only shadows that should be rendered by the game are those of the character and the SpawnLocation. I intentionally disabled shadows on the cachedParts by setting their CastShadow property to false, to ensure that the issue I’m experiencing isn’t being caused by draw calls from shadows. Other than the cachedParts, I didn’t disable CastShadow on any other parts. Even so, I don’t understand why in the first image, the shadow draw calls are reported as 0, even though both the character and the SpawnLocation should be casting shadows.

You can replicate this test yourself by running the file I attached in my previous reply.

I’m trying to see if I’m not the only one who has experienced this.

As you can see on your screenshots the FRM levels are different. FRM defines the quality of the rendering to match the performance targets. At FRM level 5 there are no shadows.
What is strange is why the system sets FRM level 5 when the scene is simple and the performance looks good.
When you Hit Play and just stand doing nothing does FRM stay at Level 5 or does it change?
Could you also pls provide your HW specs?

Oh, I think I might know why this is happening. At the time, I was running the test while unplugged (on battery). Or it might be that whenever I alt-tab out and then back into Studio, the FRM level resets to Level 4.

If I stay idle, The FRM keeps increasing until it levels off at 21.

I’m running this on a Laptop with the following specs:
CPU: AMD Ryzen 7 7840HS
RAM: 16 GB DDR5
GPU: NVIDIA GeForce RTX 4060 with 8 GB VRAM