Will my trees cauge lag?

Hello,

Here is a tree. It is a mesh, and it is about 3200 tris, but I plan to optomise to about 2200 when I get a bit better with blender.

The map I need to use it for is about 5.5k studs by 5k studs, with a large amount of it being tree covered land. I’ve got some water and plains to break it up, but for the most part, there will need to be a lot of trees since I want the brush to look really dense and thick.

Will this tree work, or will I need something less intensive?

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This is actually a really good question. I found this somewhere else on devformum from a few years back. Maybe it will help.
https://devforum.roblox.com/t/reasonable-amount-of-triangles-for-models

I’ve been looking for solutions about rendering and performance regarding triangle count and mesh vs unions myself, so if there’s a solution someone else provides, it would probably be useful to me aswell!

From what I’ve learned, meshes are better than unions, but ideally parts are still better than both, but I’ve never really been able to find an answer for how many triangles are acceptable for the whole game itself. I guess it also depends on how far out the model is and how it’s renders ingame.

If I had to guess, 2200 per tree on a 5.5k stud map may not be very performance friendly, unless you have a decent computer to run it, but someone may have a better solution

There is no definite solution to “how many triangles are acceptable for the whole game itself.” However, since we know that lots of triangles tend to eat up performance, it’s best to consider modelling with as little triangles as possible.

A super easy way which is used all over Roblox commonly is the Shade Smooth option through blender as a trick for example turning a hexagon into a sphere if you glance at it for a short period of time.

Custom chunk loading code can also be used for rendering objects that are far away. But ultimately, the Roblox engine is fairly capable of many standard sized games to the point where its not much of a worry.

@RangerLazarus
TDLR: Consider modelling with fewer triangles and search up some tips and tricks that you may be able to utilize to fake realism. Depending on your art style, low poly is usually nothing to worry about. But as all games, the more realism you add into the objects, the more resources it will use to render. Keep that in mind.

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That’s good to know, thanks for the info!

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Awesome, thank you!

For renderFidelity, is Automatic or Performance better?

Typically Automatic is good for all cases, if you have meshes that are out of bounds or just as decoration that don’t need to be precise, go with Performance. Hope that helps :smile: