Basically having all of these identical, anchored, and cancollide off models in my workspace delays the game by like 30 seconds
And they appear slowly overtime when I set their parent instantly
and client/server communication is delayed (as can be seen by my weapon not working and by the chat delay)
Am I not using ROblox the right way or something? Each model has 28 mesh parts for a total of 7,578 tris per model and 2 transparent normal parts
But they are all the same, and anyways why doesn’t Roblox freeze the game until it is all set up?
They are all parented on player join, and adding a delay after the player joins also causes the same behavior
edit: btw I should clarify after this initial load I have a stable 60 fps
edit #2: making them all the meshparts the same material and color greatly reduces this delay (from 30 seconds to like 1 second)
To sum it up, (if I understand what you’re asking correctly) the more triangles you have in a certain area (CSG, MeshParts and just ordinary parts) the harder it is to handle these parts.
I think this is a little different because I’m not doing any property changes and it is when they are being replicated/rendered on the client join (but I don’t think its during replication because everything else on the client is loaded and running-scripts not in replicatedfirst-so the rendering somehow delays the network too ://)
Also I guess I should have added this before, but I just checked the microprofiler and it turns out that I’m at stable 60 fps while this loading process is going on
Your game seems very large with a high poly count. The only way I can see this working so that the player won’t see anything loading or run into anything that is still loading is adding a loading screen there are allot of tutorials on YouTube and Posts on the DevForum.
You just saved me from going and paying someone to optimize my models big time, Turns out the recv went down from 500 to 32 just by removing the anim saves inside of my model LOL