Hey, I recently finished a map for a simulator I’m working on with 2 other devs, the map’s part count came to 2500 parts over a 1300 x 1100 map. Is this good? The team leader’s main goal is really good optimization, how does this compare to other maps and is 2500 parts too high for mobile?
Can you provide us a link to the game or a picture of the memory usage in the developer console? It would give us a better idea on how much of an impact it would have. A lot of primitives aren’t always a reflection of the performance as they may be used in different ways.
That is very good in my opinion. Most mobile devices can handle between 10-13k parts before they experience major lag, although it isn’t just about parts. Unions for example are much laggier than parts.
Yes of course!
Just had a look at the memory usage and it seems decent.
And just to point this out, I’ve made the same mistake of guessing how decent the game will run without actually considering the memory usage. For example, there could be a lot of primitives but using instancing could help to reduce the impact and therefore, taking the memory usage into consideration when judging how efficient the game is is quite important.
This is interesting, we’re currently re-doing our client scripts so we can have streaming enabled aswell. Thank you for this!
It’s decent and there won’t be any major lag for mobile and Tablet devices.
I’ve mentioned this previously, if you have a lot of unions in this maps, it can outweigh the amount of parts tremendously and cause major lag.
I do have quite the few unions? should I separate some that are useless or a majority of them?
Pretty good, I had above 50 fps
What were your specs or were you on mobile?
ill check out the game on my mobile and as long as union use isn’t quite above 100 even for a 2500+ part game, it could cause lag.
this all depends on the performance
edit: just tested the game, besides there being a short loading screen, there was no lag on my mobile
If you want optimization tips, you can anchor as many parts as possible. If a part is un anchored it will include physics which cause more lag. Also have as much stuff in ServerStorage as possible that Replicated Storage. Don’t have too many lightning effects etc
Ok I probably do have over 100 unions in my game…
if there are any useless ones, do try removing them.
I tested your game just now and didn’t experience any errors so far, so keep trying to limit the use
I have some of the hill boundaries unioned together, would this be unnecessary?
No, don’t think so.
If it has no meaning in your game then obviously consider it but in my opinion, I reckon it’s fine
2,500 is reasonably low! Once you hit maybe 10,000, you should look at where you could be more efficient, and, if you are able to properly mesh things, you could easily cut the parts down by hundreds while also reducing tri count!