Like the title says. I am not too sure if it would be worth it but I feel in theory (and what I believe to be partly common sense too) that it would or should in some way shape or form.
From what I know, PreloadAsync()
only preloads assets and doesn’t do anything performance-wise except for loading assets early. For optimization, try using fewer parts or minimizing while true
and RunService
loops.
ContentProvider:PreloadAsync is commonly mistaken to function as a method for awaiting the complete download of an instance. This is not correct. First off, the fact that you can provide an instance to PreloadAsync
means it’s already sufficiently available. The method is not designed to await the loading of instances, but to download content IDs associated with them ahead of time. Content IDs are references to textures, images, sounds, animations, and the like. You’re meant to provide an array of these IDs or any instance that contain them for which you’d like to be aptly prepared for usage
The way I understand it is that it acts kind of like a “resource cache” if you will. Which is why I thought this could help but that makes sense.
Wasn’t a building question or code optimisation so I don’t get how reducing any of those will help at all in this case as they’re not relevant.