Probably Dense Maps
There are some finnicky and technical method to detect excess parts or overly dense details in certain area. To use this method, read from
Performance. Especially under the
Workspace tab. Once there, I think there was something that randomly changes numbers(can’t recall it correctly). These numbers changes accordingly to how dense the environment is.
If you were in a densely detailed area, the count rises to thousands. If you’re on a baseplate without any details, I believe it’s usually around 60 to 80 in count.
Optimization of building requires some thinking about alignments of each part. If you have two parts aligned neatly and the parts between them is not visible, you should merge them into one part instead.
Probably Script Performance
Expensive loops are not really good for a game, because these loops can cause awful amount of damage(leaks!) to the memory. The expense of a loop is determined on the code’s functionality.
Also long intervals sometimes cause memory leak. This is due to the reference is still in the table, which is created by, for instance, a player joining and data is cached. This is already mentioned in the previous post above by REALTimothy0812.
High definition textures or high poly count of a mesh can cause lag; high memory increase. If the graphical isn’t important, you should try to degrade the texture by reducing the resolution of them.