what would be the best way to reduce the lag from your game size, I could do like a chunk system so when the player is teleported, the chunk gets pulled out of replicated Storage and then put into workspace. Is there a better way?
Ever went into Workspace and looked at the property? Workspace has some pretty amazing properties and if you consider turning Streaming Enabled on then you could reduce up to 75% of the lag.
I can’t say that for sure, but as I see it, Workspace.StreamingEnabled
already does it by itself, I believe it is better to invest in design optimization in the game than to make such a system. StreamingEnabled
may have its loading size changed in the preferred way, I hope to be sure about that, I will try to include in this answer some links of topics that go deeper into this system. You will also always need to use one :WaitForChild()
while Workspace.StreamingEnabled
is on. I hope it help.
I think @Streeteenk meant to say StreamingEnabled. FilteringEnabled is something completely different than he is making it sound. You can find out about FilteringEnabled here.
A chunk system does help a lot. I am currently working on quite a decent sized game and adding zone/chunk loading has helped people with lower end computers quite a bit.
Also a recommendation for this is to use a for i, v in pairs
function instead of just cloning or parenting the original zone/chunk. Depending on the size of it just cloning or parenting it can cause some lag and using what i suggested seems to eliminate this problem.
In the end it really comes down to how large the game is, but if the map is causing lag consider grouping, and unioning parts that can be grouped/unioned. And then if there are still problems add the chunk/zone system.
Now that I saw my mistake, yes I was talking about StreamingEnabled, I didn’t even realize it, I’ll fix it.
ok, i’ll look at the property’s and see what i can do