For starters, my game is HUGE. It features 47.7k parts with 54k instances. (it used to be 75k before reduction). My game is not exactly laggy but still not optimized well. A gaming laptop will run the game without map at 500 fps and with the map 30 fps. I would like to make it with the map at least 120 fps. The problem is I can’t exactly delete any more parts without changing the quality. I also have STREAMING ENABLED with target at 512 studs. I am thinking of replacing all trees with a mesh however that may obstruct the r6 style I went for. Any way to optimize the map? I would like the optimization similar to deepwoken or other popular open world games. Below is a picture of the map.
edit: map all parts do not cast shadows and lighting is set to shadow map
4 Likes
There are several topics created by DevForum developers on optimizing games. Try reading the following and see if they help:
Introduction
This post is intended to be a resource to provide valuable information on performance considerations when constructing games. To those who may come across this thread, if there are concerns of inaccurate information please contact me.
General <a name="introduction-to-general-performance-considerations-2" class="anchor" href="#introduction-to-general-performance-considerations-2"></a>Introduction To General Performance Considerations
The …
Have you had a laggy game? Does your game lag for others as well?
This problem can be caused by different components in your game and I will be going through and teaching you about what might those causes be and how you can fix them to make your game run faster!
Causes
Some causes of why your game may potentially run slower or lag is because:
There are loads of parts in your game (Some parts may overlap and lag).
Mesh cars/meshes can lag your game.
Scripts can lag your game (doing wa…
What you shouldn’t do right now, is make a custom chuncking system. It’s a very memory intensive “solution” which will be introducing problems of its own, only further complicating the issue.
There are a few new features on its way that will significantly improve performance in your experience, but you’ll have to wait for them a little longer as they are currently in Beta.
Streaming is the obvious “solution” to your problem. Putting it in-between quotation marks, again, because it really does…
Streaming Enabled provides an easy (but not completely great) solution for rendering large maps
Here is my approach to rendering large maps:
Condition: If you have a large map
Separate the map into chunks
Within lighting, edit the fog to be seen 1000 studs away from the player
If the player is within 1200 studs of an unloaded chunk for at least 5 seconds, load the chunk
If the player’s magnitude is greater than 1200 studs for a particular chunk for 5 seconds, then unload the chunk
…
2 Likes
I had already read all of these before posting. thanks tho.
Hard to say, but if a relatively easy optimization I see would be to convert some models from parts to mesh models.
1 Like
NoxhazeI
(Johnathan)
July 24, 2023, 10:17am
#5
The best thing to do is to just convert most of the parts into meshes with textures. Make enough meshes to bring the parts count to 20k or below.
7xphyr
(horizon)
July 24, 2023, 1:31pm
#6
reduce as much unnecessary details for the buildings and trees. try to union the parts together
0_zNaxius
(0_zNaxius)
August 5, 2023, 1:28pm
#7
Don’t union the parts it makes the part weird( you can check it in blender) and actually makes it more laggy
system
(system)
Closed
August 19, 2023, 1:29pm
#8
This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.