Learning what actually cause game performance issues

Ill try to list some though I may be incorrect on some :stuck_out_tongue:

  • Large mass of parts in one area being rendered
  • Changing properties/rendering things such as material/color/transparency increase lag.
  • Objects that are transparent between 1 and 0 (Ex: 0.9, 0.99, 0.01, 0.05) cause more stress though might not be that noticable :man_shrugging:
  • Meshes/any unions that contain difficult rendering problems/collisions (If you’re using the default collision fidelity thing) increase lag.
  • Collisions on unnecessary objects (Depends)
  • Memory leaks due to scripts and connections that never get disconnected and keep stacking.
  • Server sided calculations (Dont do tweens on server unless its super necessary. If you need to, use TweenServiceV2)
  • A massive amount of cloning/instancing.new in a short span of time.
  • An abundant amount of Heartbeat/Renderstepped in unnecessary spots.
  • A massive amount of terrarin/land with parts. (Especially noticeable the more you go away from the 0,0,0 origin)
  • Textures on sides of objects that are never seen. (Ex: Dirt texture below path that nobody will see below)
  • Terribly unoptimized code/deprecated things.
  • The use of welds/unanchored bricks in a massive amount.
    There are much more but thats the jist of it.
36 Likes