Hello, for context I am developing a game that creates a tiled floor using a custom mesh in my code
I have a script inside of the server script service that using a custom function instances copies of this mesh and places them at desired locations and then stores the position value inside of a table. I have noticed though that when instancing larger and larger amounts of the mesh’s this greatly affects the memory used on the client side
1,000,000 tiles ~ 10 gigabytes of client memory (Including everything else that takes up client side memory)
100 tiles ~ 4 gigabytes of client memory (Including everything else that takes up client side memory)
I wish to reduce the impact on the client of having these tiles as I want to make the whole world made up of them as the game is tile based and just wondering if anyone could point me into the right direction for ideas why this is happening and ideas on how to reduce the client and server impact of these tiles (for example my idea) making sure that the server only has to store the location of these tiles and only like locally instancing them as a visual effect for the client when needed