I’m wanting to optimize my game and I’d like to identify which assets are the most costly, both in terms of raw download, but also in terms of triangle count for meshes.
I’ve installed a Plugin called Part Counter, which reports the number of Parts, Instances and Voxels. But its not very useful in terms of telling me how much data the player will need to stream.
It occurred to me my game is not mobile friendly, and tends to heat up even a newer iPhone.
Does anyone know of a way to measure traffic? I thought about installing Wireshark and just getting the total for asset delivery that way. I’ve not been able to find that information in Roblox Studio ( and its also true Studio is pre-loading assets before I hit Play. )
you can type in “/console” in the chat, i forgot which button it is though, but if you click a couple of buttons on the top or side, you’ll see the bandwidth.
Thank you … I am checking in console and I can see the overall memory consumption, and also a number of GET requests to Roblox asset delivery. It’s just not clear to me how many MB would come down, in total, from remote sources. I’d hate to install Wireshark for diagnostic purposes and then find out the client detected that as being a third-party whatever.
Until I figure this out I’m just gonna work on making my game as lean as possible and try reference a minimum of hires textures. A lot of that detail seems wasted on mobile device. It seems more desirable to stylize many elements in the manner of Albion Online, which has a kind of stylized ‘low fi’ art. Not sure what the right name for that is.
I’ve also gotten rid of all the voxels in favor of a more planar environment.
That is pretty useful! The part and moving part count is helpful.
I still haven’t found anything yet that tells me How big my data footprint is though.
I’m not able to make feature requests for whatever reason, but it would be cool if in Studio you could Right Click a tree object or folder, and have a Properties option that tells you how many children, their total size in bytes, and separately, if its a decal or ImageLabel, the size of those (since texture memory is a function of GPU.)