How large should your map be?

Hi, I am working on making an open world game map for studio. Knowing how more parts = more lag, I was wondering how large a map should be to reduce lag/spikes.

(Keep in mind this is an open world game I am making so it has to be big in some way).

8 Likes

For a open world game I would recommend making the map as big as the baseplate. You could just union as many parts as you can until weird collison boxes spawn to reduce lag.

If you’re building a map that is a city I would make it a bit smaller than the size of the baseplate.

3 Likes

Alright, thanks for the feedback.

It really depends on what kind of game, a open world game should be pretty big for plenty of exploring.

You could also (most likely) have a teleportation-esque system, where a player in a certain area would be teleported to, not another Place, but a different area of the map, as I experience most lag with a high density of Parts near each other. You could do chunks of roughly 512 x 20 x 512, as @Dolphin_Worm mentioned. Maybe add tunnels between areas, where you are teleported.

2 Likes

I really liked that idea, thanks for the feedback.

It really depends on what stuff has the map and how optimized it is.

Bigger doesn’t necessarily means worse for lag, you can put 4 parts all next to each other making a square at full scale and have like a 4096x4096 studs square and that shouldn’t cause lag, as you can have a simple room with 1Millon objects that burn all pcs, its about the models you use and the stuff you put on it, if you go low poly, a low poly huge map should be the best bet if you want amount + performance.

+triangles and + geometry = more lag
+physics calculation = more lag
Bigger, but low poly is better for performance than bigger and realistic high poly, of course

1 Like

I am not a fan of low poly but I did no that it causes less lag, I might try and find a way to make it “more” realistic but also big, not too big.

Low poly just means low in polygons, which means less triangles and less geometry, not cartoony or something like that, you can get realistic results using the minimum of polys, in Blender specially where you can control it. Its all about optimization

Funny thing actually, the more parts = more lag theory can be infiltrated, and I did before.

A map can be as large as you want it to be as long as you stay in the range between low details and high details. I have built gigantic maps before that were 60k bricks or even 90k bricks at times which people would be astonished at the fact that It does not lag.

If you want to build a city I wouldn’t recommend building it in under a baseplate or even the maximum sized baseplate because that is boring size.

To see if the scale of the city is right, insert a regular roblox character so you can see if you are in the right direction for certain views etc.

5 Likes

Yes you are very very correct.

There are always ways to get around things, you just got to see if it works for you/the game!

1 Like

It really depends on what you are doing. I really recommend using Roblox terrain if its an open-world adventure game, has so much versatility and you can change it with a few edits also saves a ton of part count in the long run. Open world games can run really well if everything is spread out enough depending on what you have within the map! If you want more tips you can give me a better run down of what your doing and I can give more in-depth explanations!

2 Likes

You could make it so each time you enter a new region, it loads that region and unloads the other.
This prevents lag.

1 Like

Try using unions for lots of your models it saves lots of brick usage. lets say you have 10 bricks, then you make it a union. It would be 1 brick then. This is what lots of big games use. But keep in mind when doing union you can only have that one union as one texture. using terrain is really good for the land of your open world game. If you have any questions feel free to ask!

(Just realized many people said the same thing)

I must be mistaken about unions please read the reply on this post. VVV

Unions are actual the terror of huge maps, I advise using meshes instead. If you use unions the performance wil drop drastically for your big game. Which we do not need.

I believe open world creators need to stop using unions, and if they do- turn those unions into mesh.

2 Likes

Just wondering, is having bricks separate than having them unions good? or is unions in this case better than having the bricks alone?

Pure bricks is better, or pure bricks and meshes. I had games with ober 60k 70k bricks no lag whatsoever which people were astonished about, because a lot of people unknowingly use unions in their game that really disrupts performance.

1 Like

What I do with my maps is;

If I’m building a big map, I will not use as much detail as I would usually use,
However,
if im doing a small project, lets say a region on a map, thats quite small. Then I would use a lot of detail to show off the area more,

as you said in your post. More parts does indeed = lag.

but as another replay here said, You could have a chunk loader script, that loads certain parts of where the player sees, this could remove lag. But I don’t know as im not a scripter!

1 Like

I agree/disagree with the more parts equals more lag, I think is how you distribute the parts is what matters, instead of bunching them all up in one sector or area, that would produce mega lag.

As you can see here, this is a small project of mine, as it was only one building, I used a lot of detail to show off.

But here, this is apart of a city map. so I did use detail. But not as much as I would usually do.