Hey, so i’m making a railing and just want to know if I should use mesh spheres and cylinders or regular ones. Which one will improve performance?
And, what is the difference?
Hey, so i’m making a railing and just want to know if I should use mesh spheres and cylinders or regular ones. Which one will improve performance?
And, what is the difference?
It depends if you just want a sphere use the one in studio but if you want something else mabey when it’s part of a model in a 3d modeling software (such as blender) use the sphere in there but the mesh may glitch like it did here Meshes going invisible
So either one will have the same impact on performance?
I don’t know probably no difference and if there is it’s very small and unoticible. I do know with unions meshes are better for proformence
Parts with different shapes, such as spheres or cylinders, have geometry that’s known by the client. They don’t need to be downloaded like MeshParts do.
So while it’s not fair to compare them to each other, typically Parts are better. The best way to know for sure is to compare both with testing, since every game will be different
It all depends on how much polygons it has. In blender you can check out how much polygons it has by checking out the tris count. The shape with the higher polygon count will affect performance.
An example is comparing a sphere that has 500 polygons and a sphere that has 10,000 polygons. The sphere with 10,000 polygons would heavily affect performance instead of the other one.
While this is true for MeshParts, I explained in my previous post that Parts with the Sphere shape aren’t just sphere MeshParts and that it’s difficult to compare them.
The geometry of the sphere/cylinder/box is already downloaded on the player’s client, making Parts usually more performance friendly.
Well, there is a few differences I noticed.
Differences using btools
A mesh sphere will start off like a 2D shape, and a regular sphere normally turns out like a normal ball
If you size a normal sphere it will just get bigger instead of it stretching out.
Difference in studio
Other then all that I recommend using a regular sphere because you never know how a mesh sphere may react!
I recommend using meshes as spheres for the following reasons:
These aren’t accurate points!
I said twice in my previous posts that tri count is apples-to-oranges when comparing a Mesh and a Part. Part geometry is known by the client. It does not take as much time to load.
Parts aren’t double sided and again, geometry is know so the client doesn’t have to download anything!
This is true, but even a Part’s physics geometry is known from the client, so any comparison is still inaccurate.
There aren’t. I said this twice already: in most cases, especially in OP’s application, use Parts.
From what I understand (I could be totally wrong), regular parts (not MeshParts) are better optimized for Roblox’s engine.
That being said… PrismaticShadows brought up a good point with the CollisionFidelity. Its like if its JUST for detail then you can use MeshParts more frequently.
However, I think the difference is very small tbh, like if you had an exact replica of the Roblox part sphere as a MeshPart its not noticable. & only on massive scales do those numbers add up.
But I wouldn’t worry about these details too much, optimization shouldn’t come before creativity. MeshParts are always going to have more freedoms than parts. (But if you can substitute a part for a MeshPart, then you’d prolly be better off)
This depends on the usage. If you want a synced cylinder, you use a normal sphere other than that, mesh is as good.