but I thought you said normal parts dont have a RenderFidelity option?
I noticed that some of the things in Developer Console affecting the game are “GraphicsTexture” and “GraphicsTextureCharacter”, together both of them are taking about 50% of the Client Memory Usage. How would I reduce these?
The code changes the RenderFidelity of UnionOperators and Meshes. Converting to meshes would not fix the issue at all.
But if normal parts dont have render fidelity options then they would just be loaded when you join? and it wouldn’t use the whole server ram thing instead : P
pls explain
GraphicsTextures refers to any textures, decals, images, UI that are not Roblox’s built in material. The only way to optimize this type of memory is either reducing the amount of objects listed above, or decreasing their resolution.
What about “GraphicsTextureCharacter”? Also CoreScriptMemory has also doubled in data usage since I started playing, how would I reduce that?
How much CoreScriptMemory do you have? And are you playing in studio or in game when you are tracking the memory?
It originally was about 60MB, and is now 120MB, but bounces between that and 100MB. I am playing in-game, not in studio.
I would say the chain of objects from an optimization point of view would be:
Parts > Meshes > Unions > Unoptimized Meshes
When using meshes, you can transfer work from CPU to memory. But, not every device will have enough memory to do this without stuttering. Unions, are basically unoptimized meshes.
Wait so parts are the BEST? bruh so why does EVERYONE tell me to make my parts into mesh?
I had to turn off StreamingEnabled since the average ping shot up into the thousands after 10 mins of playing.
StreamingEnabled will help when you have the right settings, it is one of the best “performance boosters” on roblox. And can help with large maps.
I did exactly as you told me to though, and it still did this.
I told you that StreamingEnabled can help. I cannot predict the right settings for your map. The settings rely on the size of your map, etc.
Ah, okay. So what is “GraphicsTextureCharacter”?
GraphicsTextureCharacter is similar to GraphicsTextures. But it applies to the character, so pants, shirts, and other decals, UIs, textures that are applied to the character.
Would it be for the players, or for models of players in game, because I have a “Hall of Fame” with several player models serving as statues.
It would just be the actual characters of the game. Not to assets like NPCs.
Oh. Why would it consume 270 MB if there isn’t that many people in-game?
Not sure, I’m not a memory enthusiast.