Reducing Lag via Teleporting (Same Place)

Hello all,

I am working on a new game for my group. I have seen where some group have implemented exterior buildings that teleport you to the interiors. My initatial thoughts on this is that it reduced rendering parts for the players that don’t need to see them and it allows them to expand their interiors. With this, I have a few questions.

Regarding performance, should the interiors be on the server and the player is teleported to them, or should the whole interior be replicated to the client and then teleported to the replicated instance.

Things to note is that there should be multiple players within the interior, so they all need to be in the same location.

If replicating the interior is the best method for performance, how is this done? I’ve read posts where some people put it in ReplicatedStorage and others put it in PlayerGui.

Keep in mind, this question is strictly geared toward performance.

Thanks!

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If you’re worried about part count and performance, why not make the interiors a separate place in your game. The main game would be the start place, and the interiors for the buildings would be games in that “universe” (I think that’s what the whole game, start place and all, is called).

You can even make custom loading screens, so the transition isn’t jarring for players.

That’s not very immersive because if you go into a building and leave, you’ll most likely see different people because the service could put you in a different server.

That’s actually what I was just thinking. I wouldn’t want a training to be interupted because of server-miss-match.

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