How do I reduce map lag?

The best method to reduce lag is to have Mesh parts and decals. Since parts uses so much space it can be really laggy in game when there are thousands and thousands of parts. You might wanna work hard to get mesh made and decals for any texture related stuff. Those 2 might be the only solutions I can think of.

Hope this helps! :slight_smile:

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I already said decals lol. He said he doesn’t want to rebuild the map so best method for him would be Meshes.

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Decals can sometimes look ugly but example if you look at Jailbreaks as Aidan said:

to hire like a really good artist and make decals for any sort of road textures, stair textures, window textures, wall textures, and many other things in need. It might look ugly to you but you just gotta work hard for it and hope the best out from it!

(Reply to @SquidyCakez)

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We’ll uh the part count might be so high that doesn’t even work, Blender might be needed… only half a building btw

image

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Have you tried splitting buildings into smaller parts? Try having, for example, each side’s windows be separate meshes.

That could solve your problem. And if not,

I’d recommend searching a tutorial on how to reduce triangle count via Blender. I’m unfortunately not experienced enough in this area to directly help you out, but good luck. :slight_smile:

EDIT: Listen to this guy, he can help you better than I can.

EDIT AGAIN:

See @rogchamp’s post-

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These resources should help you:

Anyways, to add onto this SIMPLIFY your buildings. Your buildings have too many unneccessary details from the amount of window parts to other things, parts that are even out of view still have an unloaded neccessary amount of parts.

Use scripts that unload parts from a wide distance away from it to decrease rendering costs, use fog/atmosphere as well.

Simplify collisions and disable them if needed/player wont access them.

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Tbh all of your buildings should’ve been mesh except for the ones which will be used for interior designs. Almost every games uses this. Jailbreak, Madcity and other type of city games.

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Yeah I know, its the result of a small map being expanded upon by multiple builders. Could have been prevented if the map was made with a bit more care.

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I’ll try it out, ty for the links.

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Do you use free models? Because sometimes if you use free model they have unnecessary scripts that are not needed that cause lag. However if you don’t use free models, I learnt that if you have scripts that aren’t properly coded can cause lag. That’s just two things I can think of from my knowledge.

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This will have no noticeable benefit. The reason meshes are better is because unions often generate unnecessary geometry, but if you’re not simplifying them at all in Blender the different datatype isn’t going to magically make your game faster.

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You can’t reduce the lag with that much parts no matter how you change it. But I got a couple of solutions, note that all of this is easier to say than done:

  • Requirement: A little bit of scripting skills and (decal alternative for the buildings (optional))
    Cons: Not guaranteed
    Check the player surroundings using a script that runs everytime, if the buildings are within the player range of magnitude, then spawn the parts that makes up the details of the building. If the buildings are out of range, you can either switch the buildings details to a decal alternative, or just remove the details of the building.
    image
  • Requirement: Decals for the details of the building
    Cons: Loss of details
    This is the easiest solution you can do, just switch all of the buildings details to decals.
    image
  • Requirement: 3d modelling skills and a modelling software (blender, it’s free)
    Cons: Take a lot of time + Not guaranteed
    This is the hardest solution, use a modelling software and then remove unnecessary faces on each details. Each dot is the faces on the details, each faces equals 2 triangles that adds up to the triangle count.
    image
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Union some of the parts, that might help with lag!!

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One way you could solve this add places.
No scripting require :grinning:

Here. This should solve problem. Whenever i awnser these i bring this video around:

(This shows all ways to reduce lag, including one that you may not be aware of.)

Hey! :wave:

Your game is very detailed and it probably have lots of parts, right? If you could re-make some of the buildings in Blender it could help, since you will be able to make a 1 part only building.

Reducing the parts count should help :+1:

Send it my way and I can convert them into lower poly meshes in Maya.
I can do some for free to help out but that’s a lot of work and time is money.

If your willing to help please message me or add me on discord (SquidyCakez#7425) so I can send you it, thanks in advance. Also for everyone above thanks for the great advice but I’m pretty busy right now so I can’t look into it much, when I do I’ll mark whatever I find the best help as the solution.

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That most definitely won’t. That’s a common misconception. In fact, it may cause more lag. Please, don’t make unions to reduce lag. It won’t help, trust me.

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Have you considered using StreamingEnabled? Basically, it loads as much of the world as it can, it won’t load the entire build as soon as it joins.

Here are some links that can help you setup streaming.

https://developer.roblox.com/en-us/articles/content-streaming
https://developer.roblox.com/en-us/api-reference/property/Workspace/StreamingEnabled

Some of your client sided scripts might need to be adjusted to handle StreamingEnabled, let me know if you need any assistance.

Now i’m not that experienced with lua so takes this with a grain of salt but I would recommend you since that this is quite a large map that you would implement some sort of fog to limit the distance players can see. This would help with not rendering parts of the map far away from the player which they wouldn’t need to see.

Or as many has stated before is to change certain parts of the buildings to either meshes or decals or both.