Parts without collision have more performance than parts with collision, so my question is how many parts on a wall with collision is the limit be before you should start using just one onvisible part with collision with for that wall?
Let me know if that was a bit confusing.
I searched the forum and found nothing.
The ‘limit’ you’re referring to depends on different factors such as how close the parts are and how many triangles you’ve used. If your wall consists of nothing but parts, wedges and anything else that’s relatively low-poly then you shouldn’t have any issue with lag, but if you’ve spammed more high-poly, complex shapes then you might want to consider setting them to CantCollide and adding the invisible part.
I’m fairly sure Roblox is capable of handling thousands of parts simultaneously on the client’s end anyway, so you shouldn’t be too concerned about performance if this is literally just a wall.
What if you make some checkered wall (for example), even if it’s big squares that isn’t very mobile friendly (Unless they changed stuff?).
The only way tiles would cause any performance issues is if you had a ridiculous number of them. If you’re using a sane number of parts including no complex unions or high poly shapes, lag shouldn’t be an issue. If this still concerns you, you can always place an invisible wall in front of your wall, and set CanCollide to false on each part of your actual wall since this would both reduce any lag and still act like a wall.
I’ve played on lower end devices before, I believe it affects more than you think. Even some games that are on the smaller side have lag issues. There is a good and noticeable difference between looking at the sky/nothing and then back at the map.