For a Military Airfield i’m developing currently which uses high counts of parts over a large stretch of land I was wondering what other people use for optimization.
Currently the game runs 45-50fps on Maximum Graphics and two - three ticks for myself gets it on 60fps.
I have used methods like meshing the buildings, groups of trees, some scripts which make them invisible and non-collide.
Before I want to lower the tree count in the game I wanted to see if other people had any ideas for optimization that worked for them.
If you have any ideas other ideas for me to try (Besides lowering the tree count because i’m probably already gonna do that) then I would be glad to hear.
Press Shift+F2 (Ctrl+Shift+F2 in Studio) to pull up render info. Since you have ShadowMap enabled, a lot of shadows will be drawn in a map with lots of parts (this can be avoided by disabling CastShadow in your parts, but will take away from the ShadowMap effect). Turning your graphics down below 4 (i believe it’s 4, someone fact check that) disables detailed shadows, which is probably why you get 60 fps once you turn your graphics down.
Unions would actually make it worse. Parts are better than unions. Unions are treated as meshes and take longer to load. Although it’s ok to use unions, in this case I don’t think it would be a good idea.
If your a scripter you can make a script that makes parts behind the fog start distance disappear client sided and if your a builder you can hire a scripter or something like that.