Large-scale LOD degredation while playing published project

In creating a large Roblox map comprised primarily of Mesh Parts created in Blender, meshes will occasionally degrade, resulting in their UV data being lost and geometry being deformed. This frequently happens while working in Roblox Studio, but also occasionally happens within the published experience.

This can be fixed temporarily by closing and reopening studio/Roblox player, but doesn’t prevent this issue from occurring in experiences.

Changing Mesh Streaming and Improved LoDs from within the workplace results in this specific mesh degradation being fixed, but introduces new visual errors that pop in and out - neither providing a full scale fix. This suggests that the issue is due to LoD corruption.

Examples of the mesh degradation within studio

What it should look like

We have not had this happen in other Roblox projects despite utilizing a similar 3d pipeline for assets. The only difference between this project and others is the scope of the level.

1 Like

Hey There!

Thanks for bringing this to our attention.
A ticket was filed, but we need more information about it.

Please provide a Microprofiler Dump File and a Log File so we can investigate it right away!

If you need assistance or info on how to get these files, please refer to the How to post a Bug Report - Bug Reports - Developer Forum | Roblox

Thanks for understanding!
Have A Nice Day!

Hi Rei!

Attached should be the microprofiler dump and the log file. I did it for both client and server. These both where from the file during it having major mesh issues.

Let me know if there is anything else you need! Thank you!

0.730.19.7300791_20260724T131047Z_Studio_B2D07_last.zip (7.4 MB)
log_B2D07_microprofile_20260724-092905.zip (3.1 MB)