We have a game called Sneek, a dutch roleplay game. We are busy with a new map. Now is the problem, some locations on the map are lagging a bit and we dont know why. We have tried many tips such as reducing many meshes such as trees, turning on StreamingEnabled etc. Both didn’t really help, only StreamingEnabled for 1 part of the map, only our business park is still a lot lagging. We don’t have that many parts either, around 68k parts, and it’s not that big of a map either, which makes it a bit illogical that our map should be really laggy on some parts.
In short, we are left with a puzzle: why is our map lagging?
Have you tried removing all unions if you have any? Unions always calculate geometry so they cause a lot of lag. Also I suggest you remove a lot of map features that are unnecessary. If you have any parts that aren’t seen publicly then just remove them.
We tried removing all unions but that didnt even help too. And i dont think there is any chance its a backdoor because we barely use free models in our map. We also tried to enable StreamingEnabled but that did not help.
Second, we tried removing some buildings and that did also not help. Its just lagg on various places of the map.
If you use meshes that you didn’t create, you may need to check them for tri count. I ran across a cupcake one time (yes a tiny cupcake) that if you got within 50 studs of it, your pc fan would spin up and the screen would lag really bad. When I put the cupcake in blender to check it, it had 100K+ tri-count if I recall correctly(maybe more). Deleting the cupcake fixed the lag.
I guess a high tri count in a dense area does this?
It would be nice if there was a way to click a mesh and see the tri-count in studio!
That map you’re talking about, was not the map i meant and is outdated because we dont update that anymore. We are building a full new map and there we had the lagg in (its not out yet) We tried everything, even some tips from the people that replied on this post, but nothing really helped.
Well could be several reasons, You can try to reduce lag by turning off shadows for parts that don’t need them.
Enable streaming. (If it’s a big map)
Deleting unnecessary parts.
Reducing particles, and using bigger textures for particles.
Turn unions into meshes.
Good luck fixing the lag.