CSG is notorious for unoptimized triangle counts. And this makes it the bane of memory, since for geometry that’s all it comes down to. Apparently.
From my point view however, meshParts visually take longer to appear or load in game. I’ve seen them fail to load completely, and cause game breaking bugs like revealing unintended geometry, or just making the map impossible to navigate in such case.
This has never occurred in the case of CSG however, apart from some time a few years ago where the site rolled back a breaking rollout for just a day.
My concern comes down to whether or not the performance increase is enough to put my time into it.
thats because you dont have control over the amount of triangles or edges or vertices on a mesh, you can complete the same CSG part with a Meshpart with a lot less triangles or polygons, i usually use them for showcases and basically anything that involves building, inside 3d softwares like blender theres an stuff called Booleans which is basically CSG but more powerful.
Copyright is going to be your issue here in the first place. If they’re fine with it though, they’re fine, if they’re not, you’re done for.
Another thing is you can always optimize the meshes yourself by slapping it into a modeling system like blender or similar ones.
Meshparts will only take long if done/optimized incorrectly. Set collision fidelity, render fidelity, collisions, and preloading assets.
Not doing so will be your fault if something goes wrong
If you did do it though and it still leads to problematic things, check your meshes and everything agian, if it still prevails, might be a roblox issue.
So it shouldn’t be our primary goal to achieve maximum details as obvious it is more tris = more details on a mesh…Also it defeats your purpose of showing high detailed work when you can’t even use it in actual practical games.
Ok look, more tris dont necesarilly mean more detail.
This block has 44 triangles.
Now this cube has 45k triangles.
And its still looking the same.
Your purpose at the end is not the amount of triangles but how you have control over them
To create new shapes
You can certainly achieve the same operation with CSG, but it will create the vertices for you and at the end it will create a random amount of triangles out of the same operation.
What im doing here is an CSG operation called Boolean
In blender i can edit the triangles and vertices unlike CSG on roblox.
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