I’m making a place that uses 1024x50 auto-generated terrain, together with my cleanup of this terrain. Currently there are no other parts or scripts on-board.
While waiting to be accepted to post on the forums, I’ve spent a lot of time browsing through other similar topics and came up with very mixed answers regarding how much memory is to much for a place in general. I understand it depends on the client device, but there surely must be a sweet spot. Anyway, as soon as I generated the terrain the place Memory number increased to 1.1gb. 417mb is untracked memory. GraphicsTerrain 61mb, TerrainVoxels 120mb, TerrainPhysics 82mb.
So far I’ve been able to reduce the memory of the terrain a fair amount by using Part-to-Terrain to trim the biome from 50 to about 10 (to the numbers above). I’ve also smoothed unnecessary detail, closed holes, and maintained the auto generated elevations of mountains, etc. There are no caves but it IS an island and surrounded by water. Everything including water is in the 1024 bounds.
Basically I have a decent and interesting looking place and would be happy, except I’m not sure if those numbers are ok, or if I’m going to lock low-end devices out because of performance issues. Any help is appreciated!
I just published it so you can take a look. Keep in mind it’s not ready in an aesthetic sense. There are many more days ahead of reshaping and painting. Overall though, I was pleasantly surprised to have a decent auto-generated base to start with. I forgot there are 3 parts on board I’ve been using for Part-to-Terrain. Thanks for testing! Edit: removed link as place has been updated.
If you need the Studio file, I have Mega but I don’t know if Roblox allows that file host.
Untracked memory is no good, especially not 417 megabytes. Is that on the client or the server? Some untracked memory on the server is relatively normal but I’ve never heard of that much.
As for the total memory, 1.1 gigabytes would be too much in my eyes. My game uses terrain water and has ~500 megabytes client memory for most people. I used a plugin to make it as thin as possible specifically to limit memory.
That is in Studio while Client is running. I’m wondering if it’s a plugin but I don’t have any plugins installed that add anything to the actual game. The untracked memory jumps after I auto-generate terrain. Only other thing I did was generate water 1024, then the island at 512. Could layering terrain do that I wonder? I’ve trimmed the biome down to about 10.
Edit: I just tried it using the server option and the memory is only 578mb with untracked at 180mb.
Good to know, thanks. I didn’t want to spend 2 weeks working on it only to end up with 10% of the players able to use it. Problem is I maxed out my ram and bought an nVidia card… but everyone I’ve personally seen playing Roblox does so on a tablet.
I think the official statistic is somewhere around 50% of players play on mobile, whether that’s tablet or phone. I can’t remember the exact number, though. Tablets these days are pretty good. Typically any Roblox game runs ideally at less than 700Mb, but that’s just from my observations.
I just tried it out in a live server and didn’t peak higher than 310mb which is well below the max (which isn’t even a hard limit, and has too many variables to give a definitive answer to what the max even is).
If your Studio is spiking over 1gb, that’s odd, but the main concern is a live server.
Good to know. I think with rolbloxguy1876 causing me to test it using server not client (cutting memory in half) as well as making another adjustment (painting the biome underside one material) it just might be usable when I’m done. Painting the biome underside dropped another 15mb from TerrainVoxels. Searching the forum for UntrackedMemory basically tells me to ignore it for now. Thanks for the info and for testing!