Is this amount of parts going to cause lag?

Making a building game where players can place blocks like in Minecraft. Each player has their own base that they can build at. The way the block placement is set up, it requires 3x3x3 blocks. This means the entire base foundation must be made of 3x3x3 blocks. There are 6 bases with each base having approximately 4,500 3x3x3 blocks.

In case anyone is confused by the 3x3x3:
Size Property of part:
X: 3 Studs
Y: 3 Studs
Z: 3 Studs

There will be 6 bases in the game. This is 27,000 parts total. Each part has 6 decals. The decals are the same decals used on the modern default studio baseplate, so they aren’t performance heavy.

Now, the game itself has very few parts. These bases are pretty much the only things in the game build-wise. And of course anything the players build.

Screenshot of base area: (The spawn point is for size reference)

Will this be okay since I have so little parts throughout the rest of the game? Or is this going to cause major performance issues?

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as long as they are not moving it is perfectly fine. also please make a anti lag mode or a setting that will limit render distance if further issues occur.

I would recommend upgrading your block placement system to not require a 3x3x3 block to place at. 4,500 parts for a grid is a lot, especially if its that close together. I would instead use the following improvement on your build system and use one part with the baseplate texture.

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Particles and physics simulation will cause the most lags, you are okay for now since none-moving parts don’t need that much calculation. The reason the physics parts are laggy is because they need to go through countless calculations per second to keep the update going.

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How should I go about scripting the system to work like that?

When a player holds their mouse, do the following:

  • Do a raycast toward the player mouse
  • Find the position and floor divide it by 3
  • Add the normal of the raycast times 3 to the position
  • Make a part at that position.