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.
To find the amount of Parts (anchored and moving) in any game you are playing hit Shift F4 (make sure your F Lock is on!)
And setting ALL Unions and Meshes to RenderFidelity Precise will have an effect on memory. If you can get away with Hull or Block, or better yet CanCollide off then you may see a bit of an improvement.
excuse me but if I remove everything… complete game/scripts and its an empty game I still can’t get under 2k in studio… which means around 5-600 in game… my goal is to locate that 2K but now its fully empty