Over the last day and a half users playing a game I developed in close collaboration have experienced lag and render issues. The day before, these users were playing, and did not experience lag on this scale.
We have reverted the game back to the 15th, out of curiosity of a possible script or physics based issue, however there was no luck and users still experience the same lag.
Players have described this phenomenon as random FPS drop spikes- where usually can drop as low as 7 FPS, in full consideration that the player used the first level settings for graphics- the lowest possible, following from this the whole entire map is being rendered despite the graphics settings set to low, this is very unusual behavior as in the past the whole map would ONLY render at full setting.
tl;dr - (Full) distance rendering on graphics setting 1? Major lag? New behavior as to previous months.
Client is rendering distance as of graphics setting 10 when the setting is adjusted to 1. Distance-wise the same instances appear far far away regardless of setting it seems. This occasionally occurs according to several players. Sometimes far objects stutter in addition to this effect.
the numeric ‘10’ is from the settings box inside the client menu.
You could even see in my screenshot that despite setting 1, you could still see that building 500+ studs away as you labeled in one of your screenshots.
Although render distance is arbitrary as a numeric value since it seems to be calculated based upon the system’s capabilities and performance. Someone correct me if I’m wrong.
With all due respect I don’t see how highlighting boxes and repeating what I did is going to help the situation despite the description.
Part Instancing was enabled two days ago on desktop. Maybe that’s the cause?
Can’t check on mobile, but can you describe which parts of your place are dynamic (e.g. part transparencies changing, especially those belonging to player characters)?
We don’t have many parts in our games which have dynamic properties such as transparency.
It’s more-so a static city. I’ve taken a look into that post and I think it may be causing the issue but I’m not going to jump to conclusions just yet.
But as far as I’m aware the most dynamic things inside the game are the vehicles with changing turn-signals.
Can you try running this command and telling me the output? This just counts how many parts with a transparency > 0 are on your map.
local tCount = 0
for _, v in next, workspace:GetDescendants() do
if v:IsA("BasePart") and v.Transparency > 0 then
tCount = tCount+1
end
end
print(tCount)
The reason why I’m asking is that semi/transparent parts are a bit costly. If you have a skyscraper with transparent windows, you can try using one large transparent part instead (if you arent already)