Most of the Classic Heads have unnecessary vertices

Now, before yall reply with either “These are 6 months old,” “This is an intentional design choice.” or start to panic an say that they should not be changed.
First, those vertices are not seen by normal means, only if you enable wireframe rendering.
Secondly, they waste resources even if they are not normally visible, especially on old devices.

Classic List:
Default Head: Bottom
Trim - Roblox Sides, Edges an Bottom
Peabrain - Roblox Bottom
Cylinder Madness - Roblox Sides, Edges an bottom
Eraser Head - Roblox Bottom
Diamond - Roblox Edges an Bottom
Fat Head - Roblox Bottom
Roll - Roblox Sides an Bottom
Cool Thing - Roblox Edges an Bottom
Flat Top - Roblox Edges an Bottom
Roundy - Roblox Edges an Bottom

Place file to check it by yourself:
Heads.rbxl (50.9 KB)
Be sure to enable wireframe rendering!

Expected behavior

The heads should NOT have those unnecessary vertices.

2 Likes

The place file only has the R6/Client meshes, however, they could apply to R15.

@Klaugrana001 Sorry for mentioning you but, could you take a look at this issue?

I would suggest waiting a few days for your issue to get triaged - this category has a lot of reports and I imagine the team is pretty swamped with having to manage it all. It’s also the weekend currently (and when you reported this), so I wouldn’t expect any response until Monday’s working hours begin at the very least!

7 Likes

This is just an acknowledgment announcement!

We’ve filed a ticket into our internal database for this issue, and will come back as soon as we have updates!

Thanks for flagging!

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The reason for all these extra triangles is an interesting remnant of how Classic Heads worked when they first released. They used special hidden properties to shape BlockMeshes and CylinderMeshes into these geometric marvels - Bevel, Bevel Roundness, and Bulge. Few examples of these values being tested in an old client below.

While Roblox has swapped these out for regular SpecialMeshes, should they go back and clean up that geometry? Ehh… Probably not. Might seem wasteful in a bubble, but technology has improved a lot in fifteen years. The current max tris for a UGC head is 4000, but the most any of these Classic Heads reach is 846.

Character specifications | Documentation - Roblox Creator Hub

While I’m a huge advocate for optimizations and performance, these limits are set with the possibility that a server will be filled with players wearing as many resource-heavy items as they can. Maybe you could argue it’s worth cleaning up the default head, but the 126 tris saved there are a drop in the bucket compared to the tens of thousands of triangles used in a single avatar.

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Any update regarding this issue?

he isnt even the dude that looks at them, iirc he acknowledges when a bug report is triaged

Hi folks,

We’ve taken a look at this, and decided not to make any changes at the moment.

  • Believe it or not, I’ve asked the exact same questions before, and the answer was that there are instances when you optimize by merging those verts, that you’ll potentially get some shading issues down in those areas. We’re not saying there’ll always be issues. Just in some scenarios.
  • Spectaqual brings up a really good point, where the 126 triangles you save are pretty minor compared to some of the other things we can do for better performance optimization.
  • Yes, if you use those heads with the Default body, you do not see the bottom of those heads. But you can potentially use those heads with other bodies where you can see the bottom.

Hope this helps clarify things. Thanks for reporting this, and we really appreciate the concern you have for performance optimization.

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