Hello, I have a lot of tracks that uses 2 parts and 17 mesh parts per model, in total I have 3700 tracks placed around the map, when I play tested it with people, they kept saying it was lagging on their end, I think the issue might be coming from the tracks, is there a way I can reduce the lag?
Framerate lag?
Use shift+F2 menu to see triangle count. Perhaps the meshes have too many triangles?
Do you use StreamingEnabled?
if you can clearly see the actual mesh in wireframe as if it was in regular rendering from close up, then there’s probably too many tris…
can easily decimate a lot of unnecessary geometry here.
you can also use batching if you’re using the one same mesh several times. so one model/track piece would be a singular mesh
therefore reducing instance count, and less draw calls.
speaking of draw calls, could you show those stats because that might possibly be the issue?
Yeah… I might have alot of draw cells rendered in
this is an outrageous amount of tris, i can understand why your players say they’re lagging, try reducing the count by… like… alot
Alright, I’ll try to reduce the amount of triangles on the tracks
I think if you make the tracks longer this will reduce lag, also if you make a version of the game without the tracks you can find out if it’s the tracks or not.
Try my chunk loading system if you’d like.
Although it only works with parts in folders and not parts in a model. Could still be very helpful though.
Chunk Loading System - Resources / Community Resources - Developer Forum | Roblox
I’ll definitely try to use this chunk system, hopefully it can reduce the lag
It works! i just modified the script to load models instead