Note for video below: It appears to lag later in the demo (dropping to ~30 fps) because you are not supposed to travel that fast across chunks. Realistically, at the default 2048 studs chunk size, you rarely ever even load in new chunks at all.
Absolute worse case scenario performance (bottlenecked by creating triangles):
I actually was thinking about making that same visual a while ago. I wonder if there is a way to convert that function into multiple bezier curves–then we could just a few beams (like under 20) which would be pretty performant.
You might want to look into recycling parts: you keep a bunch of parts parented to nil with their references saved and bring them out when you need them.
I’ve got to know what lighting settings you used for this! Is it the out-of-range fog numbers thing or is it something different?
Ive tried recycling but surprisingly, it turns out that rope meshes were the reason that causes a lag spike soon as it’s reparented from equipping tools or either created from the first start, i still havent figured other solutions and rn i dont feel like switchin back to the beams cuz of it’s limit and how it’s dependant on the graphics level.
also for the rope itself, it’s basically just a skinnedmesh cuz i had no idea what ways i hav to go for (had a thought of using beams before but i had a problem connecting them to each points) i looked through the source code from somewhere, that’s in C# and tried to port it but again, the rope i created is literally a skinnedmesh and bone needs to stick at points but scaling parts manually from script doesn’t move bones between end point except with the scale from studio tools which later im forced to create 7 parts (WTF roblox,.,.,.,.,…,.,.,)