What's a good maximum part count for low-end devices?

I’m currently overhauling a map that is going to be used in a tycoon game. My best guess is that the original was about 20-30k parts and it ran fine on mobile devices, but since then we’ve made several optimizations (better models, etc.) My current estimate is that the map will be around 30-35k at max considering new content being added.

One example is a sand dune; I made a lowpoly sand dune in blender, but since roblox studio sucks at calculating mesh collisions i’ve had to use a plugin (i think it’s ausomefire’s obj importer) that creates a hitbox out of parts. This has created several thousand new parts. (~150 tris per dune) all of the dunes are noncolideable and shaded flat so i’m not sure how much lag they will generate in the first place.

Anyways, a few questions:

1: Are parts always loaded even if you can’t see them?
2: Do parts contribute to lag if they are invisible?
3: What is a good part count for low end devices?

Anything helps, thanks in advance

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Honestly, I would suggest something under 15-20K, or more, parts for lower-end devices.

  1. They are, you’ll have to make a script which disables/unloads them if the player’s camera is not focussed into that particular direction.
  2. Honestly, I’m uncertain, although I believe that they may contribute to lag as the part still exists, all that is changed is it’s Transparency property.
  3. I’ve already mentioned the part-related, which is 15-20K+ parts for lower-end devices.
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Do not use that plugin then. 150 new parts is wayyy to much. Try making setting the colision on “precise” (not sure what the full name is) or split the mesh in multiple parts inside blender.

this should increase your performance by 2x as this decreases tris in the “roblox parts”. (make sure to test it out in a seperate place/make a backup becasue this plugin doesnt have changeHistoryService enabled, at least from my knowledge that is)

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I’ve tried splitting the mesh as well as different settings, but i’m not sure how i can improve collisions. Additionally i’ve heard that parts don’t contribute as much to lag if they’re transparent but i’m not sure if that’s true.

they still do contribute, can you show me a picture of the mesh? maybe I could help you out with seperating the mesh

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I managed to figure it out, using an intersect modifier in blender. Thanks for the help.

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