The Building Support sub-category is intended for all development support relating to architecture on the Roblox platform. This includes questions ranging in difficulty from extremely basic to even the most technical of issues.
You may present your thread how you choose, but you are required to answer the following questions in your thread;
What are you attempting to achieve?
I’m trying to optimise my game to the max for the best performance possible.
What is the issue?
When at the back of house performance is fine, fluent 100+ FPS uncapped on max quality with future lighting enabled, yet when you look towards the front of the house especially the garage and front door (Which have the same amount of parts as the back of the house; they both have 350 parts in each half) The game becomes unplayable with lag, you lose all control of your mouse, FPS plummets and the Micro Profiler skyrockets. https://gyazo.com/3860c22189c04e4c42be3d9f6a9209f3
What solutions have you tried so far?
I have almost every mesh set to performance or automatic with main, larger meshes being precise. I have set all hitboxes to hull or box to aid in the physics rendering yet nothing has greatly helped my cause.
I really need to get to this bottom of this and will try almost anything to minimise lag as we want the game to be compatible for all ends of devices especially mobile.
Other info:
Part count: 1100
Map size: 174 x 105.981
Lighting : future
All models are low poly except for main ones.
Okay, so sometimes a game in Roblox will lag more than in studio due to complicated or unreliable scripts. Try looking over your scripts and see if you can find an error.
That has happened to me with a script it could be that flashlight since I was make a lightning effect to shoot out your hands and it fired multiple events for the mouse and it lagged only when playing it not on studio.
Yes typically when I have no lighting the game runs amazingly but that is because with future a single light source uses a lot of calculating except light is one of the key features of our game so we’re at a crossroads.
Update on the performance: Scripts did not aid it but changing all the walls, skirting and ceilings to performance based rendering really aided the performance.
What else is there besides the doors?
Do you have lots of unanchored, reflective or transparent Parts there that would cause more lag than basic Parts?
We have a large amount of texturing on parts which I know causes more strain than necessary.
Most of the parts in the front of the house are anchored and there really isn’t a large amount of things in that area of the house. There are only around 6 windows so not much reflective, transparent either.
The Future lighting technology isn’t finished. I rarely use it due to the fact that specific scenarios can cause massive amounts of lag for no reason in particular. This is especially prevalent on larger maps, like TCAR’s Kashyyyk when areas with high mesh density or primitives would flicker and just be a bugger. I would recommend ShadowMap, as that’s what we use now, and it doesn’t lag as much.
I completely agree with you but ShadowMap just does not cut it for our game sadly,
VS
Darkness is one of the main aspects in our game so we really needed to take the risk sadly.
I understand that problem; Future’s handling of light spots in the dark is phenomenal. I noted that the lag only takes place in-game; I agree with the suggestion of taking a look at scripts as @bandieeue had said.