How could I optimize this?

:wave: Hello! I’m trying to make my Homestore optimized.

There are very few unions in the build as I primarily used meshes, though there’s ~10,000 parts & ~16,000 instances total. I’ve tried removing the trees (which I initially thought was the issue) but it didn’t solve the lag issue whatsoever. Same thing with the terrain, other meshes, & semi-transparent parts.
I’ve minimalized particle usage, so that’s not the issue either.

Here’s a picture of the build so far (it’s definitely not finished):

:slightly_smiling_face: Any help would be highly appreciated! (btw I’m not new to Studio)

Without knowing exactly what’s the main cause of the lag here, there’s not much advice I can give besides general practices. Studio has a really neat feature that I didn’t know about for years, which is a performance window that actually tells you what scripts take up what % of processing power, what other things take up performance, etc:

Under view tab at top:
image

The windows created:

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For the meshes, it may be wise to set their RenderFidelity to either automatic if it’s important to see up close, performance if the mesh isn’t too important for detail, or keep it at precise if the mesh is a major detail of the build.

Additionally, you can also change the CollisionFidelity of meshes to either box or hull if the meshes don’t need to have good collision.

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In all my 4 years of using Studio, I’d never heard of this either. I’ll definitely be using this, thanks!

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I’ll definitely mess around more with the meshes, thanks!

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10k is a suprising amount of parts for that building from what I’m looking at, is there any places where theres a high density of parts located? That may contribute to some render lag whenever the player glances at it.

If I’m looking at it right, this place seems to have alot of parts stacked up and in eachother? Can you show a quick image/select all the parts in that room to see how many there are?
image

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There’s actually a relatively small amount of parts in this room, but I can see what you’re getting at

I recently found out about Performant Builder, it’s definitely top 10 in my most favorite plugins because it removes un-needed faces and tris that can cause lag in games.

Other than that, it looks like your trees are MeshParts. If you haven’t already, turn the leaves to Box collision then disable CanTouch and CanCollide. Doing so will mean the engine won’t bother with calculating collisions. You might also find it beneficial to recreate the leaves in Blender but do it with less tris, as they look sorta high in triangles.

Also try turning the MeshPart leaves RenderFidelity to Performance, this way, if a player is lagging horribly, the game will automatically remove triangles from the trees to make the player have a higher FPS (frames per second).

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Will definitely try these recommendations! Thanks for the help :smile: