What is a good amount of parts for roblox game

Like 10k parts good for phone and tablet users?

It’s not just part count that creates lag.
Use of terrain water, moving parts, particleemitters, etc,
all can lead up to frame drops when used a lot.

I agree with @kenami’s reply.
You should definitely make a loading system if your place has a lot of parts/effects.

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Do you think unions are a good idea to help make a game mobile compatible? Like union the parts to help reduce part count?

Definitely not!
That was a mistake I also made in the past.
TL;DR: It does the exact opposite when used the wrong way.

If you have objects like doors, tables, vases, anything that has small detail on it, I highly advise you to make a mesh of it in blender or any other modelling program.
NOTE: Simply exporting your roblox model to blender and then converting it into a mesh will not do the trick.
The triangle count will stay the same, which is what you want to reduce.
Every 3d object has a triangle count. The more an object has, the more difficult it will be on clients.
Although, you wont notice that until you start using a lot of high quality meshes.

Union should only be used, in my opinion, when you need to make parts allign with eachother.

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By any means I have no previous experience in making mobile games but it seems to be a sensible part count

Don’t calculate it in parts, calculate it in tris(short for triangles). Computers render most everything by triangles, not by parts. Plus, the amount of tris per brick can very drastically. For example, a brick has 12 tris, but a cylinder could have 100+. 10 bricks could cause as much gpu lag as 1 cylinder.

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How would you calculate it by triangles? Are you able to dot hat in studio?

There are a few ways to do so. The easiest way to do so is in studio. Go to view, and click render. Another way you can do so is by exporting your scene into blender (meshparts won’t export), and looking at the top right corner for tris.

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Thank you.

I am thinking that anything above 10k-15k individual parts causes slight lag, but up to 25k parts should be fine :slight_smile:

Basically trying to balance having nice detail and high player count per server.

It’ll lag a lot. I’d suggest creating a universe function or something else to negate this

The best way to take care of lag is to have lag to take care of in the first place. You’re asking if your game will lag in the future if you keep adding parts, but a lot of it depends on exactly how the parts are laid out and what exactly you’re doing. If your game starts to lag, check the developer console for stats as it may not even be due to part count. For now, you have nothing to fix if the game is performing fine.

At some point it can’t be the developer’s problem if somebody is trying to run their brand new game on extremely old hardware. That’s totally on the person trying to run it.

I don’t try to support stuff once it gets crazy old like that. I’m sure that 90% of whatever else runs on it would be slow besides Roblox anyway.

I mean, when I first played back in 2011, I was on a computer that at the time was around the same age as yours and it still had terrible framerate, despite the fact that most Roblox games were way more simple than they are now. That’s just the way it is. If your hardware isn’t up-to-date, don’t expect to be able to handle the latest and greatest without some kind of problems.

Yeah, I didn’t mean to make it seem that he should make sure it runs on ancient computers such as mine.
I was just throwing in that some people still have old PCs. :stuck_out_tongue:

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I didn’t take it that way, but I can see what you meant. I just used that as a point for OP, not to worry about people on old hardware as much as those on new hardware. :slight_smile:

Edited initial post, hope i cleared it up. :slight_smile:

Everything is clear :slight_smile:

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Personally, I try to keep it below 10,000 to accommodate as many users as possible. However, generally the polygon/triangle count is more important, I think.

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Hello!

It is a common understanding that many games on and off the ROBLOX Platform use imported objects and textures to enhance a players’ gaming experience.

I will discuss multiple subjects about your question in order to provide you with a reliable answer.

Imported

When importing an object into the ROBLOX Platform, it requires a minimum and a maximum number of Poly’s/Triangles.

The more Poly an object has the more likely it is to cause an increase of server lag.

An object with a minimal amount of Poly will prevent a significant increase of server lag.

General Conclusion

One of ROBLOX’s most renowned games’ currently on it’s Platform is Jailbreak.

Jailbreak is a large-map game with many scripts, GUI’s, and is constantly updating.

As large as the map is, and with the many moving parts that it has, it maintains a smooth gameplay with little lag. Why is that?

Low poly

Just about all of the objects in the game are insanely low poly compared to many other games on the ROBLOX Platform, yet still maintain a sleek look to it that appeals to many ROBLOXians.

If you want an accurate depiction of how many parts/objects a game should have then you should take into account all the info stated above, and never forget to factor in whether or not those parts are Animated, have Textures, or are Scripted.

D3V

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