Increase the max triangle limit

Robloxes 20k triangle limit needs to be raised to something like 60k-200k triangles. This is really annoying when im trying to make high poly charactors and my Retopo tool cant get all the detail that it needs. Also, when im make structures like slides, I have to seperate it into multiple peices which can be really annoying and hurt optimization.

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Could you please clarify how one part with 200k triangles does not “hurt optimization” but 20 parts with 10k triangles do?
Thank you!

More parts equal more draw calls, it being one part would have less

Also, 20 individual meshes take up more memory and have longer loading times than one big one

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That’s more triangles in one mesh than many games have in the entire scene.

200k is way overkill. You very very rarely see that amount in triple A games (which are stored locally as well, not streamed) let alone a Roblox project.

For a single character, 200k triangles is preposterous. Unless all your users are zooming in 100x and nitpicking that they can see a vertex, it can almost always be reduced.

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You wouldn’t have to have the model be that much but they should make that an option,

Triple a games render about 2-50 million triangles per scene, you’ll be suprised when you realize how far optimizations have come, a N64 from 1996, can render 10k triangles stable at 30 fps, even when having 8 mb of ram, ( 9 mb including z-buffers ). That’s literally half of the max roblox upload limit.
I do very much think this should be added, it gives developers more freedom.

This is a screenshot from the game Defuse division, a Counter Strike clone, look at how many triangles there are. The Defuse division devs got around this by using multiple models, making the code more complicated than it should be.

Screenshot 2026-05-23 205124

( 1.12 million triangles )

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I’m not sure about the validity of the game having models that are forcefully split apart because of the triangle limit. No mesh in the game stands out to me as having more than 20k triangles, let alone 200k.

1 million triangles in a scene is more than manageable for a lot of modern devices. Many games reach this level (although less frequently on Roblox).

You have to understand that one of the core principles of Roblox is the ability to hop on to any game and have it fully load a very short amount of time. Having 5 meshes at 200k triangles is already 50mb at best, which is more than negligible for load performance.

200k triangle is nothing what are you talking about

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resident evil requiem has a character that has 300k+ triangles

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i think 50k is a good limit for roblox

I don’t know where you pulled “200k triangles is nothing” from, but that’s obviously not true.

You’re comparing a game that runs locally, data pulled from disk, 50GB+, on an engine that is designed around high fidelity, played on high-end PCs, to Roblox, a distributed platform, streamed content, with game loading payloads under 50MB, played on low-end devices, and an engine designed around broad compatibility. Two fundamentally different goals with different strengths.

Asking Roblox to stream multiple meshes with 200k triangles is like asking a chef to do quantum physics. It’s not what it’s designed for, and forcing something like this does more harm than good.

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this game can run on the gtx 970 with 4gb of vram, which is 30$ on marketplaces like ebay

Just do some graphics programming and you will understand why 200k vertices is nothing for a GPU

Never said it was a problem to render on a modern GPU. The claim “200k vertices is nothing for a GPU” isn’t a good enough reason by itself to support increasing the triangle limit. There is a whole world of factors you overlooked, like hardware specification, operating system allocations, thermal budget, networking, etc.

Let’s take at the game Resident Evil Village, a AAA high-fidelity console game that was ported to iOS. On console, scenes can grow up to tens of millions of triangles, using 4K textures, high render distance, and various other performance intensive visual operation. The iOS port scales everything down, reducing the size of meshes, textures, and reducing post-processing. Even then, it still aggressively leverages LODs, decreases render distance, and relies heavily on upscaling to make it visually coherent. Even after all that, it still doesn’t run smoothly, and throttles frequently. Mind you, this is a locally installed, multiple GB game; impossible to stream quickly to clients on Roblox, defeating the entire purpose of the Roblox engine.