MeshParts shaped like normal parts

I have been wondering about this: I have a game with a level containing approx. 10k MeshParts that have exactly the same appearance as a default part. Since the MeshParts look just like a 4x4 brick, I could definitely just substitute them for normal Parts. My question is: Would it be better performance wise to turn these MeshParts into normal Parts?

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The fact that your mesh takes up extra memory, requires a network request for each different mesh, and for any texture applied, my gut feel says it’s better as a plain primitive, at least as far as loading goes.

With collision fidelity box and render fidelity automatic, I am curious after loading whether rendering and physics is the same or not though.

I recently made a similar change in one of my games, although that was a Part with BlockMesh inside to make the Part look smaller, but I’m yet to fully test it so I don’t have any results on the rendering impact just yet.

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This does make sense, but I am only using one mesh and they are duplicated over and over again.

If you could include more specifics, we could help you better. Maybe include some screenshots?

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A screenshot isn’t needed because they look exactly the same. I just need to know which is better performance wise. I used one mesh file for all 10k MeshParts. And this file is just like a regular Part. I made it like this so I could easily change it if needed. But now I am not sure because of how it might affect gameplay.

Try. Both and use the microprofiler to see which one takes long for physics, rendering and which uses more memory.

Completely fill a place with them using a script if your place isn’t dense enough to notice as it is.

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This is a good idea. I might just need to swap for the default parts. Also: what would you recommend the max number of parts in a level be if they aren’t MeshParts?
The main issue might just be part count.