Hey everyone,
I’ve been working on a huge WW2 warzone map in Roblox, and I’m running into some serious performance issues. After spending about a week testing and researching, I’m pretty sure the problem isn’t my scripts or buildings it’s the terrain itself.
Here’s what’s happening:
- The map is massive, roughly 7,660 × 3,936 × 13,140 studs.
- I removed all models, buildings, scripts, and decorations just to test the terrain alone.
- When I walk around in Play mode:
- Ping starts at 50–70, which is fine.
- After walking for 1–2 minutes, ping slowly climbs, sometimes reaching 1,000, even without StreamingEnabled or any scripts.
- I’ve tried a bunch of things already:
- Lowering the terrain as much as possible
- Smoothing jagged hills, mountains, and trenches multiple times
- Subtracting extreme peaks and valleys
- Turning off 2022 Terrain materials
- Anchoring all mesh parts and unions
Nothing seems to stop the spikes.
From what I understand, the main problem is voxel complexity. Even if the terrain is “low,” millions of voxels from mountains, hills, and trenches can overwhelm the client, especially on a map this size.
Right now, I’m considering a few options:
- Flatten and smooth combat areas as much as possible
- Replace distant hills and mountains with low-poly MeshParts to keep visuals but reduce voxels
- Split the map into zones using TeleportService, so players only load part of the map at a time
- Maybe use StreamingEnabled carefully with optimized chunk sizes
I’m not sure if hardware my PC/laptop is part of the problem.
I’d really appreciate any advice on optimizing huge terrain maps in Roblox, especially for WW2-style battlefields with mountains, trenches, and villages.
Thanks a lot!