Hello everyone, I am part of a team of people creating a MMORPG, and unfortunatly I dont know enough about roblox studio and its limits performance wise so I thought to ask here.
Here is a PART of the map I’m working on, without any detail other than street lamps and houses, and currently it sits at 90k triangles.
What is the total triangle/vert count thats the sweet spot, where most pc players would be able to run it decently on their pcs and have decent performance.
I plan for this town I’m creating to have more than 200k verts when I’m done, or 250k triangles aprox, Is this too much?
Just letting you know now, If you export a colored part in blender and import it into roblox the object will lose its color.
My tip is to use image texture if you are going to paint the houses in blender.
No worriess mate, I know the triangle limit on importing models and roblox not cooperating with materials within blender and having to paint textures to bypass that, I was talking about performance, how many verts/triangles will severely effect performance for most players, I’ll edit the post to specify my bad.
Thats the big issue im having, everyones saying something else, a friend said 100k, and now 250k, so I’m very confused, hopefully we can find out through this post, or at least find out a average number.
Im pretty sure it can handle more than 100k, Right now im building a pretty big map and it contains more than 100k triangles and it does not lag for me atleast.
And btw your village or city thingy is looking so so amaziing! Love it!
If you dont mind me asking, what are your pc specs so I can sort of understand what pc can handle 250k verts without any lag?
And thank you! The games going to have a total of 19 different towns with a capital 6x the size of what you see in the image, all split up between different roblox servers, gonna be quite a big project for me haha.
The problem you’re having with people giving vastly different vert/face/Part estimates is because they’re not the best nor most accurate metric to go by.
Unsure if you’re coming from Unity or Unreal or other platform, but for Roblox the only number you really want to keep track of is Memory Use, which you can view at run time in game (not in Studio).
Memory Use and other performance stats are the only sure way to know how optimized your assets are. Due to high levels of instancing that Roblox applies on all assets, any primitive or imported asset is really streamlined and vert count “limits” will be very different for everyone.
I talk about memory use pretty much right at the start
Edit, looking again at the picture of your map, I wanted to point out that unfortunately Roblox doesn’t have a great or efficient map importing pipeline - and to maybe avoid problems later on, you might want to do more assembly in Studio. But that really depends on what you’re doing so maybe you’re fine
My background is in Unity, and I had no idea with roblox the metric to go by for performance was memory use, thank you for letting me know.
Checking out your talk about Game Performance regarding roblox right now.
Also, I heard (about the map importing), I thought that as long as I can split up the map into 10k triangles and import them into that way, there wouldn’t be a problem, right?
I tried to build the map you see right now in roblox but I was having constant problems, once of which was that when I undo a move on a building, the buildings parts glitch out and seperate, which caused a lot of problems so I decided to use blender not only for better renders for advertisements but since its just easier for me in general.
Splitting the map into 10k triangles to avoid hitting the tris limit is all you need in order for your map to be imported properly.
Also, you don’t have to worry that you weren’t able to build your map in studio. Using parts and unions can be less efficient than working with meshes.
It’s certainly not true that a bunch of parts use less memory. A perfectly-crafted mesh can be efficient and use less memory than an actual part or union made in studio for example.
This would depend.
Our studio game’s map area is sitting at 22,000 x 20,000 studs currently, with 148473 parts in total - some of them are meshes, but the very vast majority consist of normal parts. Since your studio is going for the mesh approach, here are some tips:
Re-use the same textures and meshes as much as possible - this leads to much shorter loading times and also makes things more efficient.
Use mesh LoD! Very useful feature, albeit it can look ugly sometimes.
Definitely use streaming - streaming is one of the easiest features to use with the best results.
If possible, you should honestly try using Roblox’s parts - since they’re baked directly into the engine, they’re always more optimized than meshes. Unions are pretty much the same as meshes at this point though, since both are uploaded to Roblox and must be loaded in. For more complex shapes you should definitely use meshes still obviously.
Obviously you should try optimizing out on the number of triangles, but for the general case you should be fine
You can, it’s just tedious and not performance friendly. You’re better off creating assets in Blender and importing them by the house, or by the house section (I call them modular assets in my talk), and place them in Studio.
I get really tired of people saying “just export at 10k tris” because that’s such a bad workflow both in time use and performance optimization.
You can also see just how confusing many of the posts are here, with contradicting each other and even themselves. It’s complex stuff with a lot of variables. It is why I suggest moving past talking about individual object performance, and focus on Memory Use
@Jermartynojm, @DreamsAltRB_1, and anyone else thinking it, please update your understanding that splitting meshes up into 10k chunks is almost always the worst approach to circumventing tri limits. It causes a lot of confusion and misinformation for anyone new to the platform.
I am indeed against splitting meshes up into 10k tris models, what i meant was as you stated above, uploading meshes under 10k tris such as for instance, one house at a time instead of 5 houses all at once. However, uploading 10k tris map chunks for example just for the sake of not hitting the tris limit is obviously far away from being efficient.
So what I understood is, forget reaching the 10k tris limit, the BEST method is to import in each model, as in each house, and reposition them in roblox studios just as they are positioned in blender?