High Player Counts in Big Games

Hey!
Recently I have been working on a vehicle/town-city roleplay project, and am looking to increase player count from 20 (current) to possibly even 30-40 if possible. The (new) map is larger then before, and it’d be more reasonable to allow more players in a server so that the map has more players in it overall.

My only concern, is that the game is big. The map itself has around 60,000 + parts (Meshes, Parts, Unions, etc), and that’s not including houses. ( Each House is around 900-1000 parts, so adding houses, our part count could go up to around 80k - 90k. ) If the map already can cause lag, then i expect 20+, (and if higher player count) 30+ mesh vehicles driving around the map to possibly cause more on lower end devices.
Our game allows mobile & desktop players, so performance is a high priority. We want to make the game accessible by hopefully all players with minimum required specifications.

So far I have created rendering scripts to help with map rendering, which can be adjusted with levels of rendering per player choice to fit their device spec needs.

In summary: Are there any steps I can take to improve performance in a game like ours, or is our best shot to just keep the player count around 20-25?

If you would like more info related to the topic please let me know. Any feedback/help would be appreciated.

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Hi!

Have you considered StreamingEnabled? Not only does it improve performance massively in a game like that, but it can also make it much harder for exploiters to steal your map.

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Exploiters can steal all assets of a game besides serversided scripts no matter what layers of protection you put on

StreamingEnabled makes it so that parts do not exist on the client whatsoever until the parts enter a certain radius near you, so exploiters will have a harder time going to all of the zones necessary to download the game.

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I have tried streamingenabled before, but this does not unload the map after rendering it. This results in FPS drops when a player looks in a certain direction while being in a certain area. For a solution to this, I created my own rendering scripts, as I stated in the post.

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Well there is no easy way to prevent other than StreamingEnabled or stuff like that, if your looking to keep the game laggy for people, keep a close eye on the ClientMemory, your aiming from 400-700, anything above that and your looking at game crashes, severe lag, etc. All I would say is have things grouped together, make sure scripts that are not needed are not running, make sure there are no viruses in the game, keep unneeded items out of the game etc, if your worried about lag lower the amount of players in the games, just makes it easier to run.