Let’s say I’ve half a million tiny mesh trees spread across a 16000x16000 terrain map. They all have CanQuery set to false and are invisible. A localscript would check players surroundings every now and then and make nearby trees visible. Would the virtually inexistent hundreds of thousands of trees make a significant decrease to performance on ping or fps?
This is a hypothetical question, I don’t have half a million trees anywhere. Yet.
I think having half a million instances will affect performance, even if those instances don’t affect rendering or physics/querying.
Instead you could store only the positions (also maybe rotation) of those half a million trees in a table, then continuously move 100 trees to the positions close to the player.
Yeah I had this in mind since CanQuery would make them unreadable anyway. But I’m curious if anyone has any statistics before I try that out in practice lol
Giant Tables will affect your performance Extremely. Instead of that, create a sphere that permanently stays where the player is(connected via RunService Renderstepped) and then make all the trees touching that sphere visible and everything that leaves this sphere invisible. Done