How many parts start to cause a performance issue?

Hello,

I’m working on a game which requires a 18x18 grid of parts to be made on 5 layers. Each part also contains a child “trigger” which is invisible and anchored and cannot collide. The part itself is visible and can collide. This equates to around 3240 blocks. Is this enough to cause performance issues? As this is something I am wanting to avoid especially on mobile. Should also mention that all parts are anchored, so do not interact with physics.

Any help with this is appreciated. Thank you.

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3,240 parts shouldn’t be enough to cause any major performance issues for anyone. I tend to stay below 50,000 parts for any of my builds. :slight_smile:

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Wow, that is allot!

Really appreciate the response as this has been quite stressfull for me!

Thanks again,

Pyxrien.

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You can go well above 3K parts and still not have any lag. It’s all about design and how well the game is optimized. I’ve seen games with 20-50K parts and near no lag.

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Very low-end mobile phones may start to lag at about 10,000 parts. High end phones, however, won’t start to lag until about 35,000 parts.
With computers, the area of the map matters as well. If you have 50,000 parts spread across a massive area, you won’t notice anything, but 50,000 parts in a 1x1 stud space will freeze almost all PCs.

3240 parts, however, is never a problem, even on the worst mobile phones.

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