Horrible performance in-game compared to similar projects

Currently, my small-sized project is receiving HORRIBLE performance in-game compared to other games I’ve worked on bigger in scale, part amounts, and scripts.

I don’t know why, and I’ve clued out some of the sources I thought it’d be (shadow casting lights, all lights in general, a high poly character, our main client script which doesn’t use RunService.)

The game which experiences performance issues despite its small scale:



Similar game, similar code, bigger size:
image

Check if its related to a Meshpart that is using too many triangles or something like that, Meshparts can cause fps problems, especially if theyre rigged to be animatable

This can be cause by the following:

  • Alot of unions
  • A continuous running loop without wait/debounce
  • Connect() function getting called multiple times

Possible solutions:

  • Use meshes instead of unions
  • Add task.wait() to your loop which is causing this lag
  • Use Once() instead of Connect() if you are calling an RBXScriptSignal multiple times.
  • Enable StreamingEnabled