Low Poly vs regular parts

What is better Low poly or standard parts?

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Low poly will depend on the aesthetic you want and the size of the audience you want. Aesthetic should be self explanatory, but for the audience part, lower poly models will run better on low end devices with less RAM (like the iPhone 4S).

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So like my game is 100 player server so would you use low poly over parts?

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Humanoid rendering is really expensive on its own, and can bring down mid range systems. I wouldn’t focus on going with an aesthetic you don’t like just to appeal to a small percent more people.

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Low-Poly seems to be the trend these days as it’s quite attractive, as long as it doesn’t use too many parts (which would create lag).

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Caaaareful everyone.

There’s a huge difference between downloading parts (which is almost non-existent in cost) and downloading meshes (even low-poly). Keep in mind that each unique mesh has a file size that has to be downloaded first then rendered as a thing with complex geometry assuming you use default collisions.

Roblox only takes face counts into consideration when they’re meshes. It doesn’t with parts because it knows that information already.

Same goes for unions, but don’t use unions since in reality they’re just really messy meshes.

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That is actually pretty good advise. I have asked about triangle optimizations at RDC 2016 and 2017, but all I got was a simple “it’s not happening”.

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I wish I took pictures of the one-and-only time I would ever export a union to clean up in Blender (good lord, never again)… Redundancies everywhere. The shape only used 18 visual faces but had somewhere around 50. Same with edges with nothing but a vertex at the end, tripling those numbers alone.

The only reason I can see to exporting a union to turn into a mesh part would be if you needed ratios to stay, like in the case I needed a sidewalk corner that sloped down to the road awkwardly, but still have the right curb-to-road-to-sidewalk ratio consistent.

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It depends what game we are taling for, but I am pretty sure that Low Poly parts would create less lag, than standard parts. But, if the game is a showcase, low poly parts wouldn’t look that impressive.

It really depend on the style of your game and how versatile you feel with building and your creative limits.
never use unions because as @Aotrou said “Don’t use unions since in reality they’re just really messy meshes.”

I suppose that would depend on the reason that the showcase is being made, and the audience it’s being tailored for. If you’re showcasing your ability to build with low-poly parts, then the showcase will be impressive, regardless of whether it could look subjectively “better” with normal parts.

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Depends on the type of gameplay you are going for and what would aesthetically please the game.

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i totally agree, low poly is also less demanding on the client so less lag derives

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Depending on what you are referring to, A part that is placed in studio from the preset shape insert button would consist of very few triangles but would create many triangles together if too many parts were used. A 3D model from a different program such as, Blender, 3DS Max, or Maya may be low poly and it consists of many triangles depending on how detailed you create the model. A low poly model in these programs can be exported out into file formats that platforms like Unity and Roblox take. Roblox parts do use more collision than a MeshPart does so if you are creating a game with lots of collisions try using a 3D exported low poly model instead of Roblox parts to help with physics frame rate drops.

To wrap this up, depending on what you are making and how you would like it to be created could determine how good of what you are using is. Everything is based on how you decide make it. Typically the triangle count for each of the parts evens out if you are using low poly models from a different program vs a part but if you see major changes in your game from one to another then use the one the betters your game performance.

Aww man, triangle optimization would be fantastic. Another thing would be either an advanced character rigging system so we didn’t have to import several meshes in to animate something or uploading pre-rigged characters into Roblox although I think my first idea would be a little better.

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Vertex Manipulation when.

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