HELP with performance stuff!

  • same mesh even if more of it
  • different/unique ID
  • depends (PLEASE elaborate)
0 voters

which one is the best??
say you have a single squash mesh you re-use for tall buildings instead of having different meshids
now you want to add a sofa or any furniture that can be made with simple squares

would it be BETTER to just make that sofa/furniture as another unique mesh ID or just re-use that same mesh to build different furnitures with different textures??

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Roblox supports something called “Instancing”. The idea is that multiple of the same mesh can be rendered at the same time in a draw call, reducing the draw calls needed. improving performance. You can read up on this and draw calls at https://create.roblox.com/docs/performance-optimization/improve#draw-calls Do note that for instancing to work, the same mesh and texture id has to be used.

what if they have the SAME meshID and SAME material but DIFFERENT TEXTURE?

If its a different texture, its not going to be rendering the same thing, thus it needs a new drawcall.

how come and why??
using the same mesh id is still good no?

they said in a 2018 post that if 100 meshparts have same id and same material it is good

If using the same material and nothing in the textureid slot, then the mesh being rendered looks the same in terms of the image being rendered on the mesh (ignoring shadows and stuff), which allows it to use instancing. However if the textureid is different, that image being rendered on the mesh is different, thus it wont be able to use instancing.

but it is still saves performance to reuse the same ids even when different textures insteading of using 100+ different ids?
especially when also castshadow and all collisions are off

If you reuse materials so much just make a materialvariant. But using the same textureID/surfaceappearance under the same mesh doesn’t change instancing. As for CastShadow, disabling it removes the object from lighting calculations for shadows, you can check this with the shadow draw call count.

but using roblox materials is not bad according to documents

but i cant have same textureid for all meshparts
but i still re use same mesh ids that have very low trigs
some of them dont have texture

i also disabled collisions for them all

You will never just rely on one texture, but when a lot of meshes look identical, instead of reuploading that texture and getting multiple ids for the same image, just use one id.

OH that makes sense and agree with it
so if i use one texture for multiple same meshIDs you mean that i should just copy-paste the same texture instead of reuploading it to each of the meshes?

Yep

unfortunately i need a lot of characters so ignore me as I just quickly type a lot of letters right here to fill up and thats probably enough right