What can I do for part count and what creates the most lag?

I’m currently trying to build a raid map for a war clan and I’m struggling with my part count (180k right now, trying to optimize)
This got me thinking, what are the best ways to optimize in general?

As far as I know, as a rule of thumb, I usually like to say the top lag causes are

  1. Unions (most laggy)
  2. Parts
  3. Meshparts
  4. Meshes (least laggy)

To what extent is this true, and am I correct? At what point do Meshparts even start to lag? Here’s the map in question.

Using an asset in the map as an example, I’m trying to optimize this shipping container, currently standing around 1100 parts.


My typical method is grouping the parts that have the same materials and generally the same colors, then exporting them as a .obj. I can’t do anything about the surfacegui’s, so I leave them.

After this process, I’m left with 4 components. 3 Meshparts, and a group of objects that don’t need to be optimized (surfaceguis and such)


Is this efficient? Is there anything better I can do?

Meshparts are good and all, but make sure to try to keep the amount of unique meshes low. This will in return save the player from having to compute more things since they only have to load in a certain mesh once. Overall, I think your meshes may potentially have a lot of “tris” (triangles), so I recommend trying to keep those as low as possible for better optimization. If you have any questions, let me know.

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There’s no way I could bring down the triangles in the shipping container. Everything there is necessary, and I’ve already gotten rid of most useless features.

I mean, if you look at it in a detail standpoint, yes. But if you look at it from an optimization standpoint, you can easily remove these (save a few 40 or so parts) and it’d still look like a detailed shipping crate. image

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Yo, you’re absolutely right. By the way, does the “unique mesh” rule apply to unions? If you have repeated, identical unions, do they act the same way?

And what about Precise rendering and Automatic rendering? (Forgot to ask about that)

I actually do not know that question. Though, I bet you can look that exact question up on the DevForum search system.

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Alright. Thank you for your help! I’ll be sure to search around more.