SLIM (Scalable Lightweight Interactive Models) causes major performance degradation in large experience with updateInstancedClusters2

SLIM (Scalable Lightweight Interactive Models) is causing major issues in a live game version of my game (I use a private dev-build place) when I have models using it as a level of detail option.

The performance loss is extreme is a large map, almost halfing the clients framerate on average due to pre-render timelines taking approximately 8ms-12ms on average to compute before even reaching the rendering pipeline.

The updateInstancedClusters2 pipeline seems to increase in relation to the amount of SLIM models being loaded by streaming enabled (so however many are currently loaded by the client)

Expected behavior

Similar if not equal performance to the current StreamingMesh implementation.

Debugging

Microprofile of the affected game on my friends client:
Microprofile.zip (7.4 MB)

4 Likes

SLIM is not available on the client though?

this is due to roblox only supporting SLIM in studio. when using SLIM in a live game, roblox “panics” and sets the LOD status to disabled, resulting in your game having zero LOD logic, thats why your FPS is dying

Partially.

Having no LOD logic is not the cause of the FPS issues (you can simply toggle LevelOfDetail on a model to Disabled and you will not see the updateInstanceClusters2 issue), this is an internal engine bug.

This is still technically a bug.

1 Like

No, it’s not supposed to be which is why I am flagging this as a bug.

Most beta features simply self-disable when deployed in the live-enviroment since they aren’t supported.

This is actively making the game unplayable so I can’t even leave it in studio to “test” until the feature becomes available.

2 Likes

I’m having this issue too. When models LOD are set to SLIM the game is very laggy and unplayable, when LOD is set to disabled it’s completely fine.