I’m trying to figure out the performance implications of using lots of BillboardGuis. I know they’re pretty lightweight compared to SurfaceGuis and ScreenGuis, but I’m curious:
At what point do BillboardGuis start becoming a noticeable performance issue?
Is there a rough upper limit for how many can exist in a scene before it impacts FPS?
Does it depend more on the number of active BillboardGuis (visible + rendered per frame), or just the total number in the workspace?
I’d love to hear from anyone who has tested or run into these limits.
Just put MaxDistance to like 100 studs, and you can not worry much about them.
They are well optimized, unlike particle emitters, for example.
Constantly editing their content data may hit performance, though (NOT SURE IF YOU REUSE Content rather than string with ID).
So if I have, let’s say, a forest with lots of trees and vegetation as Billboards (all reusing the same 2-3 textures), it won’t impact performance? What about low-end devices with little RAM?
However for your tree instance i recommend using a mesh for the leaves, roblox renders meshes with the same ID at the same time significantly reducing the draw count. so if you have 100 trees with a mesh for the leaves and a mesh for the trunk, that’d be 2 draw counts because it renders all of them together. I’m not an expert on this though so don’t ask me more, but i heavily recommend watching crusherfire’s video.
I would love to, if only Roblox added Resample mode to textures and other image assets in the 3D space. I’m specifically using very tiny pixel-art images, so when they get passed through the texture destruction machine that is Bilinear Filtering, the texture gets unrecognizeable.
The time investment required to upscale each individual asset to still look bad and blurry with a Mesh just isn’t worth it for my project.
That said, I will take into account what the video said about transparent textures. I’ll watch the whole video since the guy seems knowledgeable. Thank you for the info!