How to make a game run at 60 FPS with a incredibly large amount of parts

Hello! So I am working on a game that is a giant city. Here is picture of it:

Any clue on how I can reduce lag with this many parts in studio?

Thank you in advance to anyone who responds and tries to help me out.

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You could turn buildings into big meshes, to start. Or Union them together. Then LOD would kick in.

You can turn on streaming enabled.

Or split the place up into a few places and teleport between them.

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You should probably try to Union them or Anchor them.

I’m guessing each building has a bunch of smaller Parts like windows and details.
Make the least number of Parts CanCollide true, and make the rest CanCollide and CanTouch false so there are less physics to calculate. Anchor as many Parts as possible.

If I have a detailed rectangular buildiing with lots of inset windows and many wall Parts I’ll make 1 Part transparent and CanCollide true, and every other Part of the building will be CanCollide and CanTouch false.
If you have rounded sections use transparent Cylinder Parts for those areas.

All you really gotta do is check that all your client scripts are using WaitForChild due to parts out of the range not being rendered and not being in the workspace.

If you want less lag in studio then turn down Edit Quality Level in file>studio_settings>rendering. If you have buildings with semi transparent windows then that uses up a bunch of resources.

There’s a plugin that converts parts into meshes. It helped a lot in improving my game’s performance.
Performant Builder

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