Strucid has a battle royale map with a huge map. A couple weeks ago, I removed all the trees from the map because they were causing people to lag. The trees were all low poly and had box collisions for the leaves. Do you have any tips on how to model trees or to configure part settings so that a large amount of trees won’t impact performance much?
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Minimize the amount of tree models you use. I.e., use and recolour 2-3 tree meshes so that you can take advantage of Mesh Instancing. Also, if you haven’t already - import new meshes of the trees and set RenderFidelity to automatic to take advantage of Mesh LOD.
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You can delete all the unnecessary faces of the model (faces that the player will never see) and if these are the tree models that you are using, you should definitely delete some faces.
Also, if you used the skin modifier to make the trunk and branches, you can remove some of the faces that are in betwen the vertices located in the extremities of each branch. If you send some images of the mesh in wireframe mode, I could give you more information about what you can do to decrease the polygon count on your mesh.
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Alright thank you. I’m not home to provide you with screenshots but I’ll definitely take these advice into consideration!