Wulfx
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| Joined: 07 Aug 2009 |
| Total Posts: 2719 |
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| 17 Dec 2014 05:51 PM |
| So far I have over 19k parts in my horror game, and i want to be cautious, I don't know how much other people's pc's can handle. |
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maxomega3
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| Joined: 11 Jun 2010 |
| Total Posts: 10668 |
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| 17 Dec 2014 05:55 PM |
| Despite what ROBLOX wants you to believe, I find that Voxels (terrain) and unions lag more than normal parts (to an extent) |
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maxomega3
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| Joined: 11 Jun 2010 |
| Total Posts: 10668 |
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| 17 Dec 2014 05:56 PM |
| This is only when joining the game, mind you. Otherwise they lag less |
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| 17 Dec 2014 06:03 PM |
You can't lag actually. It depends on the power of your computer/laptop.
But I suggest using less than 40,000 bricks or lower because your scripts will start acting slow than usual. |
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maxomega3
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| Joined: 11 Jun 2010 |
| Total Posts: 10668 |
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| 17 Dec 2014 06:12 PM |
punky, it also depends on your connectivity. I have an Alienware, but I still lag often due to a crappy connection.
Voxels lag much more than bricks when trying to enter a game, but lag less once inside |
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| 17 Dec 2014 06:16 PM |
| meh, i'm not actually sure.. My max is 43,220 bricks before my scripts started slowing down. xD |
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| 17 Dec 2014 06:25 PM |
It depends on many things. First off the computer and the internet connectivity of the user.
Then meshes and any other items such as effects residing in bricks can add "lag" in the game. Reason why I say effects is because of the fire spread script as a prime example.
Unions can also cause lag, but that depends on how many unions there are.
~Admiral BrotherBerzerk of S.M.P|"How is it you can do everything?"|"I am BB, that's how." |
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9288605
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| Joined: 11 Oct 2010 |
| Total Posts: 12442 |
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| 17 Dec 2014 06:29 PM |
If you have un-necessary meshes or effects like fire, smoke, sparkles (usually virus with 0 spread) then it's best to remove them.
"I rely on 9288605 to create my own signature." |
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| 12 Sep 2015 08:56 AM |
| unioning your parts will reduce lag |
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chimmihc
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| Joined: 01 Sep 2014 |
| Total Posts: 17143 |
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| 12 Sep 2015 09:06 AM |
If you have too many unions then people with bad connections can get kicked when trying to join because of the resourced required to load them with everything else.
Muad'Dib |
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| 12 Sep 2015 09:18 AM |
u union the parts and then you union the unions torgether, it reduces lag af
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| 12 Sep 2015 09:20 AM |
| ^Doesn't work all the time |
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drahsid5
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| Joined: 13 May 2011 |
| Total Posts: 3937 |
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| 12 Sep 2015 10:33 AM |
Voxel based terrain uses many less polygons, and no physics, unions use more triangles but less physics. This all depends on the CPU; it is best to use Unions and voxel based terrain, though.
I can get up to #INF parts before I lag, But I'm not a normal player 4690k OCed at 5.5GHz, GTX 980 OCed by 161 MHz I don't lag.
You also want to take into account, how many are being rendered at once? For a normal player, at 20k in the camera, there will be some massive framerate drops. Try to stick around 10k or below. |
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drahsid5
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| Joined: 13 May 2011 |
| Total Posts: 3937 |
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| 12 Sep 2015 10:36 AM |
Reading above, I see people are mistaking latency for lag. Lag is when you drop frames, do to your PC not being able to render that frame fast enough. Latency is when your network is slow and it takes a long time for instances to load, physics to send; receive, players look teleporty, you look teleporty, etc. |
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| 12 Sep 2015 11:46 AM |
| :/ dam, I am making a cruise ship and there is no way it can be finished undern 100k parts, rip lamptops |
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Tiberios
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| Joined: 08 Dec 2010 |
| Total Posts: 74 |
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| 12 Sep 2015 01:57 PM |
| I start lagging at 40k bricks when playing something, in studio it takes over 340k bricks to make it lag. |
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