Our place memory is lower than Jailbreak’s, however, our brick count is high at around 50,000 bricks.
We’re finding ways to optimize our game and lower lag issues, would lowering brick count actually reduce lag by a significant amount?
Our place memory is lower than Jailbreak’s, however, our brick count is high at around 50,000 bricks.
We’re finding ways to optimize our game and lower lag issues, would lowering brick count actually reduce lag by a significant amount?
Brick count can be the root of a lag problem, but it’s not always the case. Lot and lots of assets can be responsible for the lag just because there’s so much to load in. (Not many have high speed computers unfortunately.)
In this condition however, I would definitely consider lowering the brick count.
The largest memory sink at your place seems to be “Graphics textures” Followed by your Part Physics.
streaming enabled is also a solid way to reduce latency issues from large scale maps/high instance counts.
If you have any unnecessary unanchored parts, those will have an effect on performance.
The other thing to watch out for is semi-transparent parts, since if you are looking through them you need to render everything behind them (just a lot more calculations, and this stacks on for overlapping semi-transparent parts). A few won’t hurt, but getting into the hundreds will be noticeable if they’re within a dense area.