Map lag testing

Ok so I made a map for my game. The game will have several maps like this, so I wanted to ask the fps of people in the game with just the map. I made character models not load so I can have an accurate representation of how only the map effects performance. I had to make a lot of changes to the map because of lag, it used to be about 80k parts with the vending machines, bikes ect. So I think this is the farthest we can remove without losing too much detail. Since there will be a few more maps that will have about the same detail it would be best to do this before actually launching the game. I will probably do the same exact thing after the other map is done. The last test was good, out of 8k people I’ve only seen a few with lag problems (that test was pretty inaccurate though lmao) I’ve been collecting data on the fps of players. I got 25 people to give me their fps on full graphics. Right now the average is 48fps.
Short Version
Can you join and comment down below your fps on 10 graphics. Also your thoughts about the map and how it will run. Comments on how to reduce lag are also appreciated! :grinning: Lag Testing

Edit: To check your fps do shift+f5

Edit [2]: It seems like the main problem I’m going to be facing is adding npcs with pathfinding. I can’t have many npcs that walk around without effecting performance. Also there won’t be much added besides heavily customized players. A few npcs with quests, and some enemies.

Edit [3]: Thanks for everyone who participated in this. I got some nice results.

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It seems to run fairly smoothly for me, I can’t actually find my fps though.

I’m just looking at all the parts and I’m wondering how much of this is unioned?

Oh, I forgot to tell you guys how to check fps if you didn’t already know, and there are a lot of unions, but there are only less than half as many unions as normal parts.

I get constant 60FPS.

I do run a GTX 970 though.

It would be costly time-wise, but transfering unions into mesh parts would drastically help framerates.
The amount of triangles a default roblox part has is actually insane.

Well, if your targeting this map to people with GTX 1070s, 60 FPS is not a problem (MSI Afterburner shows it at 25%-30% GPU utilization).
The map is amazing, but two things:

  1. The invisible block boundaries are a bit odd as they just seem to be there instead of lining up with the barriers.
  2. I can’t sit in the seats
Image of seat ![|560x500](upload://uJfSdF1hA18Cb7mwt9IFSqaPPww.jpeg)
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lol yeah, You can’t sit in those seats because I deleted all the scripts from the full game. In the game you can click x to sit. I’ll fix the block boundaries, thanks.

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Macbook graphics coming in…


This was looking down the entirety of the map, between 30-45 in most other sections.

I’m getting an average of 30-40 with a low of 28 and a high of 50. Running with a strange intergrated graphics + graphics co-processor set-up which HP did for some reason [using low-end radeon]

image.png

I’ll just leave this here:



And that was only graphics level 3 … and I have no problem playing PF at that graphics level.

I get between 15-20 fps moving around the city with Intel HD graphics 4600

Yep, this is a really good idea if you want to improve performance, I’ve found that I can reduce the polycount of unions down to 5-10 times smaller than they originally were without even trying very hard

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The issue is taking what exists and re-creating it, do we know why basic parts have so many vertices?

I don’t think I’ve ever seen a game do this before:

It was much higher the first time, but I wasn’t ready with gyazo.