Map Performance Issues

Hey everyone!

A bit ago I created a topic about how I should work on expanding my map in retrospect to performance. Well, I extended the map in my main game just a bit, and the issues are already arising. Let me explain.

I own a bus group that makes a game based on a city in Massachusetts, therefore, we must build the city in Massachusetts and we have pretty extensive road detail and moderate scenery detail. Overall, we’re at 137,000 parts. A picture of the map is provided below.

To the left of that red line, the problems begin. If you look back at the map you’ve already passed by, you suffer pretty moderate lag, and the bus suffers some minor lag. However, if you’re driving on a hill, which is common, past that point, you and the bus experience heavy lag. This doesn’t exist with hills not past the red cutoff. The lag looking back just gets significantly worse the farther you go, most obviously.

We tested with StreamingEnabled and it fixed client-side lag only, but the bus was still lagging heavily. We want an option to fix both means of lag, I don’t know if this is possible. We still have a lot of expansion to do on the middle side of the map, so I assume that looking back will only get worse.

I don’t think our optimization, which will get us down to 95,000 parts, will help very much. Apologies if this wasn’t clear or provided not much information. We need any form of assistance.

Thanks!

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What is the Part density past the red line? I see more of what looks like trees, and cars in the large parking lot. Those items in Mesh form will probably have a lot more tris that your graphics engine will have to deal with.
If you use really long/large Parts I think it can cause issues since more of those items will have to be calculated over a larger area, rather than having more small Parts.
Also if you have a lot of multiple part items with the Collision Property turned on it will use more memory than if you make those Parts CanCollide off and replace them with single simple transparent Parts with their CanCollide on. Things like this are large buildings with complex facades which can save computing usage if you just make the largest Parts CanCollide on with the rest CanCollide off.
Just a few thoughts, dunno if it’ll help but it’s worth a try.

There are no meshes in the area, it’s a total of 11,000 parts. I will say the plaza wasn’t optimized and was rushed for completion. We can try the CanCollide property and see what happens with it in the plaza.

Outside of the plaza, it’s just road, some traffic lights, and 19-part homes & trees.

137K PARTS?!?
That is most certainly your problem. At 45k decent PCs start to lag a good bit.
I’d say anything past 70k parts would immensely lag most PCs and may even crash some.
Try to optimize it as much as you can, reducing buildings, leaving some buildings without interior,r educe map size…

I’m not sure how I would begin to fix this other than union,groups and mesh. You could reimport stuff as meshes? Not sure how much this would help. 137k parts is an insane amount.

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Yeah… you have way too many parts in that build. It’s most likely you’ll crash when joining. You have 137K parts in that. The limit is around 40k-50k. I have no idea how you made it in Studio loading that, it would of crashed for me.

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Parts isn’t the actual issue, it’s the optimisation, a game like Fantastic Frontier has 174,000 Parts and it runs perfectly, it all depends on how you can optimise your build