How to deal with excessive parts within a game

Hey,

What are some techniques that would help a Roblox game perform better should there be an excessive amount of parts? Currently the game has about ~150,000 and the FPS goes to around ~30 when there are 30 players within said game. I’m not exactly a builder, but I understand how instances work and the general idea of building in Roblox Studio.

I’ve heard that StreamingEnabled is horrid and games should not use it. However, I’ve also heard that StreamingEnabled is being worked on to be improved later down the line, but unfortunately that’s after the intended release of the game. I’ve considered converting parts/unions into “MeshParts” but I am unsure whether that would help in terms of performance, considering they would technically still have the same triangle count.

Are there any suggestions to lowing the part count or helping the server increase it’s performance? The game is a roleplay game in a city and most buildings are detailed as they are meant to be interactable and pleasing to the eye. Additionally, it’s a pretty big map with different cities within a “county” that one could go to.

Thanks!


edit: I’ve looked at this thread which stated that anything over 100k parts would cause a strain, but I’ve went well over 150k parts and am trying to figure out the best way to fix this.

Unions, and meshes greatly reduce individual parts in a game.

A lot of time it’s easy to get lazy when working, especially if you want to save time (I do this a ton) and you just leave parts laying around that can easily be cleaned up. Also now that game teleporting has been an option for some time, if you have different “hubs” like massive buildings that are high detail and take up a ton of parts, the interiors could be hosted by themselves on a totally different place, with the door working as the teleporter.

Just a few options off the top of my head.

~Unresolved

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