How much is too much? (Mesh Tris and amount of objects)

Hello everyone,
I’m still working on my train simulator and once again I need help:
I’ve been building my locomotives in Blender and the models themselves are quite detailed.
Now that’s where the problem is: the model of my current in-progress loco has around 50k tris spread across around 12 objects and it’s far from done: I have attatched a render here:


Logically, I eventually want to have multiple of these locos running across a big map together with some coaches as well. Therefore I’m worrying about performance, having multiple high-detailed trains running across a (very) detailed map.

I looked at how other other non-Roblox train simulators and how the situation is there.
Well, the same model is around 200k tris there, however the map isn’t fully loaded at all times and the models have LODs, something which Roblox does not have, at least “manual” LODs.
Also, the simulator doesn’t have to handle multiple players, a bunch of complex systems.

Therefore I’m wondering whether I should remake my current loco, and that’s why I need your help.

Regards,
FloribertHD

2 Likes

If you are using StreamingEnabled then it shouldn’t be an issue at all, considering your scripts use WaitForChild() and anything else required for StreamingEnabled to function properly.

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Two things to note:

  1. Non-Roblox train simulators likely have the content downloaded to the client running the game. Roblox is streamed in, which means that performance optimization is absolutely necessary.

  2. I find a lot of these kinds of high fidelity assets could be the fraction of the total tri counts if they just used a texture for the details. There is no reason not to, especially with PBR as an option now. If your vertices aren’t adding to deformation loops, silhouette, or function, replace that geometry with a texture.

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Roblox does somewhat have LOD, It’s called RenderFidelity.