But how does throttling decrease performance? Shouldn’t it improve performance?
Is a roblox basepart better than a cube, that has the same tris? or is it same for performance?
My point is that throttling would increase performance
SORRY FOR BUMPING THIS
Thanks!
overall using a normal part is fine, however if you only use one face, you can improve performance using a mesh by simply making a meshpart that uses a mesh which only has that face, meaning you cut out all the other 5 sides’ tris
however, avoid creating a whole bunch of unique meshes, you should create as few unique meshes/images, as they increase load times, and when roblox streams/unstreams them to the client, it often can cause lag
The best advice I can give is don’t spend a lot of your time optimizing your game if you don’t need to! If it’s running fine, focus on the gameplay! Having an optimized game that runs well should be a habit, not a chore, not a space race! Roblox does have its limitations on how crazy a game can get (and so do computers). There are features like ContentStreaming that help, but your ability to make certain experiences will be restricted — that should only add to your creativity! You shouldn’t try to optimize a Part in Roblox because it runs fine already! Invest the resources you have — like your time — into making a great game, not trying to make everything 0.002 seconds faster.
If every game is fun, and every game is fast & responsive (which not all are) then players probably won’t notice if your game is faster, but they will definitely notice if your game is more fun.
Optimization can be a massive time sink! Making games (and slow ones) will help you learn to create better games. Focus on that, because you will reach a point where optimization doesn’t matter.
What about meshes that have a huge number of polygons? What about “:Once()” (You haven’t said about it in the ‘connections’)
I think managing the amount of geometry in your games would have to be its own post! Generally, though, I would try to optimize your games to run well on most hardware. To me, I would say use as little triangles as possible while keeping the integrity of your meshes! Good point about Once()
I’ll make sure to include it in the post! It was so natural to me I didn’t even think to mention it!