I am making a big map, which obviously requires a lot of lights, specially inside buildings. I made the lights by slapping 2 cylinders and made one white. However, now that i thought about it, since I am gonna be duplicating this light thousands of times, what would be more optimized? Making a mesh and decreasing the vertex count substantially, or just sticking with cylinders?
I’d probably lower the vertex count at least slightly.
If your going to be placing thousands of lights optimization is definitely worth thinking about lol. Using cylinders is simple but every cylinder adds extra geometry and can slow down rendering, especially when duplicated many times!!
Making a low-poly mesh with fewer vertices is generally more efficient. Roblox renders meshes faster than standard parts when the vertex count is low and a single mesh can give you the exact shape you want without the overhead of multiple parts stacked together. You can even use a flat plane with a simple emissive texture if the light dosent need volume… (it looks like a glowing object but costs almost nothing in geometry)
Another tip is to minimize dynamic lighting where possible.
Baking some lighting effects into textures or using SurfaceLight or PointLight with low range and brightness can help performance while keeping the scene visually appealing. (i think)
So for thousands of repeated lights, going with a simplified mesh (or even just one part with an emissive material…) is usually the better choice over stacking multiple cylinders! Thats the only way i can currently think of!
Hope this helps even a little bit!
Thank you so much! I thought nobody else would reply lol
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