Streaming causes lagspikes with large Terrain

I first noticed lagspikes in the Game I’m creating, which has large terrain (about 10k x 12kx studs), spent some time debugging and in the end removing everything from the game except the terrain. I then narrowed it down to streaming.

What’s confusing me is why “Replicator ProcessPackets” is so high, when there’s just terrain I dont really understand what’s there to replicate.

Here I’ve made a comparison when streaming is enabled, vs disabled:


The issue only appears when moving, to make the effect more noticeable I’ve set my walkspeed to 200.

While I’m here already I’d also like to address the long loading times when not using streaming with terrain.

Here’s a test place, just filled 16k x 500 x 16k with grass, while the issue isn’t as apparent, it’s still noticeable.
Grass.rbxl (350.3 KB)

I’d appreciate it if we could disable steaming for terrain, much like with models.

A private message is associated with this bug report

Hi @zMiez . Please be advised that terrain has always been a dynamic element of the world, so its contents have to be constantly streamed from the RCC, unfortunately. I agree with you that this is suboptimal and would be better if it wasn’t streamed in and out all the time. Can’t give any timelines on that at this time, however.

Hi, does this mean that this issue will be addressed in the future?

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Hi Abid, we can’t promise if/when it will be addressed but we will consider the feedback when making future plans.

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