Hi Creators,
We are excited to announce that we have made substantial performance-focused improvements to FastCluster and Layered Clothing rendering systems. This should resolve some long-standing issues with player avatars causing framerate drops in your experiences.
While the FastCluster improvements outlined below are active immediately, additional optimizations for Layered Clothing will go live in early 2026.
Note: in the context of this post, an avatar is a Model with a Humanoid or at least one skinned MeshPart. By having a Humanoid or skinned MeshPart, the entire Model and its parts are rendered through FastCluster.
FastCluster Improvements
- Reduced Skeleton build time by filtering out unnecessary parts
- This reduces the time taken by buildSkeleton (which shows up in Microprofiler) when there are a lot of parts in the Workspace, or in a Model, alongside a skinned mesh.
- Seating (or in general Weld/Constraint) changes will not cause FastCluster rebuilds
- To take advantage of this improvement, ensure that any seating (or in general Weld/Constraint) changes are not adding or removing parts with geometry under the same avatar Model.
- Tools equipping or unequipping will not cause FastCluster rebuilds.
- To take advantage of this improvement, ensure that any Tools or accessories that you equip or add to an avatar do not have skinned meshes (i.e. Tools should have rigid parts only).
- Highlight changes will not cause FastCluster rebuilds.
- Most highlight changes will now be instant. This improvement applies to both Studio (for selection highlights) as well as in experience (e.g. an avatar highlight effect).
- Part.Color, Part.Transparency, and SurfaceAppearance.Color changes will no longer cause FastCluster rebuilds.
- In early 2026, we will release an update to eliminate the need for FastCluster to be rebuilt due to changes to Part.Color, Part.Transparency, and SurfaceAppearance.Color.
For Performance Optimization tips, please see our docs on Performance Optimization. For information on how to cage clothing, please see our docs on Caging Best Practices.
Next Steps:
Improvements to FastCluster presented here will apply to Layered Clothing, as described in specific scenarios outlined above. However, other scenarios, such as equipping and unequipping Layered Clothing, death/respawn of an avatar, and changes to avatar scale will still cause framerate drops. To address these, we plan to release an update in early 2026 to make Layered Clothing fully asynchronous.
We continue to make improvements to FastCluster and Layered Clothing to ensure they integrate seamlessly within your experiences.
