Roblox Studio Laggy when testing (question about solution)

So I’ve noticed my game getting quite laggy as it gets bigger, especially on the rendering side of things. I enabled Improved mode asset streaming, which has seemed to vastly improve things on client. However, there’s a twist!

It looks like streaming does not get enabled on the server, so even though the framerates on client are great, anything handled by the server is looking laggy because the server in Roblox Studio is still attempting to render everything in the whole scene.

My question is this. Is there any way to disable rendering on the server when testing in studio? The server doesn’t actually render in the published game right? That wouldn’t make any sense.

I have seen quite a bit of people run into this, and I’m partly posting so we can get to the core issue instead of just thinking it’s hardware or graphics settings. I’ve tried all kinds of things there and it’s definitely because the server is not optimizing like the client does.

An update from my side. If I test and then delete the background objects on the server, the frame rate bumps up to 60fps across the board. This definitely makes me think there’s some optimization on the server that doesn’t happen in studio that does happen in the final published game.

Anyone from Roblox have insight here?

I think I found my issue! I had nearly 8,000 unachored parts in part of my environment. That has fixed the physics lag from the server.

Unfortunately the render lag still exists, so I can no longer do the quick play, but the Test play does work for me because that render lag isn’t apparent for the client.

Roblox, I would like to request that render lag from the server not affect the fps for the quick play please.

Ok, one last note on this one. I had some animating pickups, I decided to make them anchored and my rendering is now fixed on server as well.

Case in point, things moving are expensive!