Are you caching and reusing your models? As in, are you setting unloaded meshes somewhere far away from the renderer and then setting them to back when a new chunk loads? (This may be helpful)
Is there any Parallel LuaU involved? Splitting terrain generation to different cores can shorten the computation time per frame.
i am caching all the items by renaming them and putting them into the sky. i heard somebody talk about reparenting them to a cache folder is laggier than just simply renaming them.
also idk how to use bulkmoveto i’m just using pivotto and new to parallel lua
it uses 2d noise every 1 stud in a chunk to calculate height, other than that the only other perlin used is the rock fields and some areas having larger rock groups than others. so i would say 3-4 math.noise per stud in a chunk
i’ve noticed when i generate only terrain that my fps almost doubles up to 40-50 fps