Please Help With Optimization!

This is great, though is your cube with faced textures a MeshPart or a part with decals slapped on it?

If it’s the latter, I would suggest switching to the former. IIRC Roblox batches it easier if you were to UV map a texture onto a basic rectangle as that’s just one drawcall, but each decal is an extra drawcall.

So, essentially, you’d have one drawcall for all of the parts, but 1 per extra decal, and if you had a decal for each face, that would be 6 extra draw calls per part… which isn’t great. The same mesh with the same texture will be only one draw call for the entirety of the scene.

By the way, how about you try throttling your moving platforms by distance? So, they all update at different rates - something like how you handle fidelity/LOD:

  1. High fidelity - Updates every PreSimulation
  2. Medium Fidelity - Updates every 60 hz
  3. Low Fidelity - Updates every 30(?) hz

Of course, you’d have to benchmark everything, but it should help greatly. I’m thinking about BoatBomber’s WindShake optimizations, by the way.

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