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| 23 Feb 2016 06:02 PM |
| the max items in debris ones |
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| 23 Feb 2016 06:20 PM |
eh not really you're better off just making your scripts more effecient and using :Destroy() instead of :remove() |
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spinywind
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| Joined: 26 Jan 2012 |
| Total Posts: 3580 |
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| 23 Feb 2016 07:19 PM |
I like to use this script i made to reduce a little amount of lag for my games. Pretty useful.
workspace.ChildAdded:connect(function(child) if child:IsA 'Tool' or child:IsA 'Hat' or child:IsA 'Fire' then wait(.1) if child.Parent == workspace then child:Destroy() end end end)
game:GetService('Players').ChildAdded:connect(function(child) if not child:IsA 'Player' then child:Destroy() end end)
if game:FindFirstChild 'Teams' and game.Teams:IsA 'Teams' then game.Teams.ChildAdded:connect(function(child) if not child:IsA 'Team' then child:Destroy() end end) end
Huehuehuehuehuehue.... hi there |
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| 23 Feb 2016 10:17 PM |
minus destroying the hats and tools that's pointless nothing but a team should enter teams and nothing but a player should enter players |
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mycheeze
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| Joined: 27 Jun 2011 |
| Total Posts: 6748 |
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| 23 Feb 2016 10:21 PM |
One thing I like to do is manually adjust the rotations of instances. Often you will see a part that has the rotation (89.9996, 0, 0) or something similar, and what you could do is round it to 90, 0, 0 to reduce the amount of data it would be carrying. Another thing you can do is get rid of instances that are not in use, using the minimum amount of instances as possible, using unions to reduce the amount of parts and properties etc. |
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| 23 Feb 2016 10:24 PM |
> to reduce the amount of data it would be carrying
That's not exactly how it works... |
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mycheeze
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| Joined: 27 Jun 2011 |
| Total Posts: 6748 |
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| 23 Feb 2016 11:03 PM |
@mycheeze
yea doesn't rly make sense .899 takes just as much space as .9 data wise (I believe) I guess you could argue the computer would have a little bit of an easier time doing math with it but the fact that you have to round and scan for weird numbers in rotation will prolly cause a bit more lag. |
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 23 Feb 2016 11:04 PM |
| It's not, 3.142421 and 0 and 213829148921482918 are all going to be stored across 4 bytes (in V3s/CFs/etc.) or 8 bytes (Lua numbers, NumberValue, etc.) |
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| 23 Feb 2016 11:06 PM |
| The anti-lag script will cause far more lag itself than what you're trying to eliminate. Trying to eliminate a single byte or whatever here and there will do nothing. |
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