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.
If parts are the least memory taking, why is everyone telling me to use meshes? im kinda confused
I wouldn’t know why people are telling you this. I can’t control people’s decisions.
You shouldn’t mix memory with the amount of players, as usually, these don’t affect memory that much. Firstly, there are other factors that affect memory other than parts, usually, objects that are in ReplicatedStorage, and any storage container that holds data for the client.
Secondly, Parts are fairly optimized, but don’t overuse them . Use meshes when you need to, and reuse meshes as well. Either way, if you can send us your map so we can help you more.
Thirdly, use Content Streaming with the right settings, as it should help out with the memory as they aren’t all hanging around in the memory.
And, use a maid class to clean up connections when you don’t need them as they cause memory leak.
Now, with networking and ping, I can suggest a few tips.
1 - Don’t send huge tables using remotes a lot: You can send a table but only once and update the data in them separately.
2 - Don’t send many requests using remote
Overall, use Content Streaming, and ensure that you arent keeping some parts in the replicatedstorage when you don’t need them.
Ah yes, and can you explain to @PANDASonNOOB that parts are more optimized than meshes. Since he won’t take my answer.
My game has 30977 parts in-game, which extend high into the sky and far off into the distance. Since this is the case, what would be your recommended parameters for Content Streaming?
Also, could you explain to me what a “maid class” is? I don’t think I’ve heard of it before.
Yes, that would be perfect for content streaming since you have parts spread apart.
1 part is most likely the same as a 1 mesh part (if both have 4 faces and the same settings), which means it isn’t really productive to change a part to a mesh part if all what you are gonna to do is transfer a 4-faces part to a mesh. Although, a mesh like for example, Adopt me’s houses would be more optimized than they will be using normal parts. Complex shapes may need an mesh, but a simple wall doesn’t need the overcomplication of changing it to a mesh.
Not too sure, you can just experiment with it. You can get more info about it here.
A maid class is simply a way to put temporally objects in an container to clean up them when you need to without keeping track of them individually.
It still seems to be the exact same, even after playing around with it. ContentStreaming I mean.