Lag Free Obby? How do I do this?

Hey there! So I discovered this game;
https://www.roblox.com/games/3587619225/Mega-Easy-Obby-650-Stages

For the amount of stages it has, it isn’t laggy at all. Infact, I can run full graphics with 0 lag. I was wondering how they did this? I really wanna make a massive obby but lag is unreal in it so I was wondering if anyone knows how to make it like this game, lag free?

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if there is not many moving parts I don’t think there would be that much lag in the first place

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Pretty sure theres a whole page on the dev hub on how to remove lag.

They probably first started off with streaming enabled which dynamicly loads parts/terrain around the players client

Then they probably held any moving parts on the client and if they were a certain distance away it would freeze to reduce lag

Also seeing as there’s barely any meshes in game that probably made performance better

https://developer.roblox.com/en-us/articles/Improving-Performance

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But, I tried ages ago to make something like this and it started lagging after the many many parts were put in-game

Okay, I’ll try it out thanks! Hopefully I can make something wonderful

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If your wondering how to set up streaming enabled. Its a property of the workspace

PS also good good luck

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There is no such thing as making a game “lag-free”, you can’t have a big game and expect no lag, you can minimize the lag by reducing physics movement, make sure your parts are anchored. That obby looks fairly simple, and I am pretty sure they use some building tricks to reduce the amount of parts.

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If I made most of the stages unions would that help?

Not at all! You’re just giving Roblox more work to do, thus making it laggier.

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I agree with @MarkiPr0 . Plus, unions are risky as they can get corrupted easily.

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Contrary to believe unioning similar parts that look like one big part helps reduce memory usage because your only loading one instance instead of many part instances

What happens is if you have a big game it’s going to take up a lot of memory. The main problem isn’t the GPU/CPU’s proccessing power its more due to the fact that if your game takes up a lot of memory and loads new parts/data its not going to have enough space to load it so the client lags trying to remove data no longer needed to fit in the new data

if you press F9 you should see a developer console and see client memory usage at the top. 400-500 is recommended for mobile players whilst 900 is a nice cap for pc and console

I’m not really a builder and I hear union corruption is a big problem

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This is untrue as it not only has to process the unions but the parts within them, so you’re really just digging yourself a bigger hole. Use meshes instead, whenever you can.

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Most the time you would be correct but if you had like 50 parts to make a model. Thats 50 material properties 50 size properties. It not really about rendering the parts (which is why union corruption happens so often) its more about the fact that the client has to load in the properties everytime they see that part

while unioning is just combining all of them into one part with the same properties

No moving parts, and use the right services. Don’t use too many loop scripts and checks.

Try to avoid scripts that aren’t as needed, attempt to keep the part count low by meshing or unioning.
These are 2 ways that I know of.