I’m making an extremely large map (at least 16 square kilometers), which will be densely forested at some points. In order to increase performance I’ve looked into turning the tree mesh into just an image set to follow the camera after a certain distance.
I’m unsure if this will actually do enough to performance in order to justify the optimization, as the actual mesh will still be physically in the workspace, but all intensive parameters will be disabled:
I’m really unfamiliar on how Roblox will internally operate with these changes, especially considering I will have to double the tree mesh count with each having a sprite LOD version.
Won’t that cause intense lag, as it’s the same as destroying a mesh? Correct me if I’m wrong. But the character will be moving at around 50-100 studs per second, so the amount of trees being parented to nil can be tens or hundreds per frame, which might cause obvious issues if parenting it to nil is as intensive as running a :Destroy() function on it.