Hey, I am here to ask about ways that I can optimize my terrain. It has 200million Voxels at the moment, over a huge map (a little larger than the baseplate).
My question: Is there any way I can script an optimization system for this? Can I do something to limit the amount of terrain seen (player won’t be able to see more than ~50 studs at max around them), or something to allow mobile players without having to kill their overall graphics quality?
Something else I can do/want to ask about, is how could I use a mesh as the terrain instead? The mesh has under 50k tris total, but whenever I upload it and set the renderfidelity to precise, I am still walking on air from the mesh.
If anyone has any insight on either of these topics, please comment!
Terrain is much more heavily optimized than ordinary BaseParts. You shouldn’t really worry about optimizing terrain.
Your best solution for now is to enable StreamingEnabled under Workspace, which enables Content Streaming. You can also try trimming away some superfluous terrain that players will not see (e.g, the underside of the terrain).
whenever I upload it and set the renderfidelity to precise, I am still walking on air from the mesh.
It is your CollisionFidelity that calculates the bounding box (hitbox) for your mesh. Setting your RenderFidelity will affect rendering performance. You can set your CollisionFidelity to PreciseConvexDecomposition, but it eats up quite a bit of computational power.
Also there are plenty of posts about large MeshParts and Unions causing different rendered surfaces compared to their physical shape.
Basically you’re taking an average of the surface, especially when creating dips or hollows between vertexes.
You can search something like “mesh has me walking on air” for a better explanation.