Think about the performance improvements and rendering features we’ve brought to ROBLOX in the last year. Among them are featherweight parts, fast clusters, efficient collision detection and dynamic lighting. These improvements have crushed the limits – on part count, physics simulation and aesthetic flexibility – builders once encountered and opened doors to a world of possibilities. They’ve also exposed new limits as builders have pushed the boundaries further than ever. In this article, we’ll explain how we’ve achieved an approximately 100x reduction in the file size of ROBLOX places and a 5-10x reduction in load/save time.
Think about featherweight parts. The feature, which now applies to all ROBLOX parts (as opposed to only select shapes and materials), allows you to create a ROBLOX place with tens of thousands of bricks, and have it run on both desktop and mobile devices. However, a place with tens of thousands of parts can result in a very large file. Our test place, which we’ll reference throughout this article, has 50,000 parts and weighs in at a whopping 230 megabytes. That’s big enough to affect builders in multiple ways: rendering, saving/loading, publishing, loading the place from a server and more.
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