Basically, what that did is set all UnionOperators and mesh’s RenderFidelity to Automatic. This makes sure that parts are rendered based on the character position. You don’t need a high level of render when you cannot see a part.
What should the minimum and maximum radius be for this?
wait your code says meshparts and union operations, would that still effect normal parts?
Normal parts don’t have a RenderFidelity option. It’s only for advanced objects like meshes or unions.
It depends on your game. I would play around with it. The maximum value is how far the game loads in parts based on your character position.
So frank would still have to union or mesh all the parts in their game
That is correct, it only changes how accurate it is rendered based on the character’s position relative to the part.
The factory settings (max 1024 studs) lowered it from 1000MB to 770MB, but once I start playing the MB began to rise (I’ve been in for only about 2minutes and its already at 860MB, and is now rising at a slower pace). Is this normal?
This is normal. As parts load in, more complex builds will increase the MB.
I had been standing still and not moving.
The code requires you to convert all parts into unions or meshes (I suggest meshes still because Does converting unions to meshes ACTUALLY help with lag? - #3 by BoredPersonSadFace )
To easily convert the parts into a mesh, simply select them all (make sure they are all the same colors), Left click on one of the parts in the explorer, press “export”, add a mesh part to studios, scroll through the properties and find “mesh ID”, and then press the little folder icon next to it, find the mesh you exported, and then re-import it (you WOULD need to put it back to the correct location sometimes
That’s not at all what the code does. Converting to meshes would not help your situation.
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.