What solutions have you tried so far? Did you look for solutions on the Developer Hub?
All my unions/Meshparts were set to renderfidelity = precise,
I changed to automatic
all/most humanoids I set all their character parts to off…
all moving parts are local scripts.
GUI is not that advanced…
I don’t have much Terrain
is there a way I can find out my part count to send?(would that even give a big impact to memory like that…
count = 0
for _, part in pairs(workspace:GetDescendants()) do
if part:IsA("BasePart") then
count = count + 1
end
end
print(count)
Run that on the command line and check output.
Also, you don’t need to have crazy high part counts to have a high detail game. You just need to know how to optimize on part/union/mesh count effectively
I took my game into studio and deleted every part outside of spawn, all meshes etc, it dropped from 3.5K memory to around 2.9K Memory… could not bad that.
Not a bad start. Could you send some sample images of the meshes in your map? I can tell how complex they are and recommend some further actions you can take to optimize.
for example if you have a ton of while wait() do to change your cash try using .Changed function if it dodesnt need to be constantly refreshing, this csn help with game lag drastically if there is alot of them
idk how good you are at scripting but you could create your own rendering system that deletes parts that are too far away and replicates them back when you are close
would this really be less laggy?? if I send players to different levels and they have to wait for parts… I wanted the full version of my game to be speed runnable and if they have to wait would kill the fast aspect of it.
Briefly, the more RAM you have on your device, the more Roblox uses for better experience. Test the same game on a low RAM device, and you’ll see it uses less.