So I’m working on a long-term commission with a small dev group and I’m building on a shared place with around 2-3 other builders.
The game has around 4000 parts
The place is optimized with meshes and as few parts as probably physically possible for that level of detail, and there isn’t a single union
The parts are spread out across a wide area rather than concentrated in one spot
The issue is that whenever I resize anything, the FPS drops to around 20. This doesn’t occur while doing seemingly anything else, and only affects resizing.
I noticed that when I delete the entire map, the FPS doesn’t drop. No, my PC isn’t bad and yes, the place is optimized. I was not expecting an FPS drop like this to be from a part count of around 4k, which isn’t a huge amount compared to some games.
When I removed around half the map, my FPS dropped to only 30-40.
I really need help with this because I can’t build any roads on the map and I have to build assets on a seperate place then copy-paste them into the shared place.
The map only has 3 islands with voxel terrain, and they’re relatively basic with optimized surface area.
The strange thing is, nobody else is having this issue. I’m slightly thankful for that because it means it’s not an issue with the game optimization, but it’s still weird.
My suggestion would be to experiment and see if you can find the problem. If you can’t find the problem, then copy and paste the base of the map into a different game and build roads and assets from there, then copy and paste into the main game.
You were right, there was a humanoid parented to the workspace! I deleted it and it looked like all the parts refreshed, and there’s no more lag when resizing anymore. It makes sense now that something like that could cause lag based on part counts.