Hello, I am a programmer at Tactical Triumph on a game called TRS which is a soccer/football game.
We released an update to our game, which published a new map and a overhaul to the UI and game itself.
Our old game had very few parts and was very undetailed in terms of UI and the quality of the map, which we gathered a lot of support from due to lower end device players being able to play it at 60FPS.
We are looking primarily on feedback on what the issue could be, and whether or not there is any simple tactics we can use to reduce lag, e.g. we added cast shadows on players on automatic graphics on mobile, or are on 5 or below graphics.
However, after this update we had a lot of issues with code in which our microprofiler was originally showing a lot of issues with runservice and heartbeat etc which we have now improved.
After improving our code (hence why this isn’t in scripting support) we have asked users to show their microprofilers and have seen that “Scene” is causing a large quantity of lag for our players.
Here is the microprofiler for our players on a lower end device:
This user had the following specs:
- CPU: i5-4460 (3.2GHz, 4C 4T)
- GPU: Intel HD Graphics 460
- RAM: 12GB
In comparison here is the microprofiler for me:
I am running at maximum graphics with all settings enabled, including the stadium in our game, which the other user had disabled. In regards to the stadium, the other programmer has put it in ReplicatedStorage if it is disabled in the settings, would it be more effective to just :Destroy() it and the user can’t modify that specific setting, in order to maximise performance?
The current stats on our games map is:
- 2.8 Million Voxels.
- 8,300 Parts.
Here is the example FPS for the other user on the old version of the game:
This is the same with the stadium:
This is our game: