skills/sentinelcore/roblox-skills/roblox-performance

roblox-performance

SKILL.md

Roblox Performance Optimization

Quick Reference

Technique Impact When to Use
StreamingEnabled High Large open worlds
Object pooling High Frequent spawn/destroy
Cache references outside loops High Heartbeat/RenderStepped
task.wait() over wait() Medium All scripts
MeshParts over Unions Medium Many unique shapes
LOD (hide at distance) Medium Complex models
Anchor static parts Medium Reduce physics budget
Limit PointLights High Any scene with many lights

StreamingEnabled

Enable for large worlds — engine sends only nearby parts to the client.

-- Studio: Workspace > StreamingEnabled = true
workspace.StreamingEnabled = true
workspace.StreamingMinRadius = 64
workspace.StreamingTargetRadius = 128
  • Parts outside the radius are nil on the client — always guard with if part then.
  • Set Model.LevelOfDetail = Disabled on models that must always be present.
  • Pre-stream an area before a cutscene or teleport:
workspace:RequestStreamAroundAsync(targetPosition, 5) -- 5s timeout

Hot-Path Loop Optimization

RunService.Heartbeat and RenderStepped fire every frame (~60×/sec). Keep them lean.

Bad — searching the hierarchy every frame

RunService.Heartbeat:Connect(function()
    local char = workspace:FindFirstChild(player.Name)
    local humanoid = char and char:FindFirstChild("Humanoid")
    if humanoid then humanoid.WalkSpeed = 16 end
end)

Good — cache references once, do work only when needed

local humanoid = nil

Players.LocalPlayer.CharacterAdded:Connect(function(char)
    humanoid = char:WaitForChild("Humanoid")
end)

RunService.Heartbeat:Connect(function(dt)
    if not humanoid then return end
    humanoid.WalkSpeed = 16  -- cached reference, no search
end)

Rules:

  • Cache game:GetService() and part references outside the loop.
  • Never call FindFirstChild, GetChildren, or GetDescendants inside Heartbeat.
  • Throttle work that doesn't need every frame:
local TICK_INTERVAL = 0.5
local elapsed = 0

RunService.Heartbeat:Connect(function(dt)
    elapsed += dt
    if elapsed < TICK_INTERVAL then return end
    elapsed = 0
    -- expensive work here, runs 2×/sec instead of 60×/sec
end)

task Library vs Legacy Scheduler

Always use taskwait() and spawn() throttle under load and are deprecated.

Legacy Modern
wait(n) task.wait(n)
spawn(fn) task.spawn(fn)
delay(n, fn) task.delay(n, fn)
coroutine.wrap(fn)() task.spawn(fn)

Object Pooling

Reuse instances instead of creating and destroying them every frame.

-- ObjectPool ModuleScript
local ObjectPool = {}
ObjectPool.__index = ObjectPool

function ObjectPool.new(template, initialSize)
    local self = setmetatable({ _template = template, _available = {} }, ObjectPool)
    for i = 1, initialSize do
        local obj = template:Clone()
        obj.Parent = nil
        table.insert(self._available, obj)
    end
    return self
end

function ObjectPool:Get(parent)
    local obj = table.remove(self._available) or self._template:Clone()
    obj.Parent = parent
    return obj
end

function ObjectPool:Return(obj)
    obj.Parent = nil
    table.insert(self._available, obj)
end

return ObjectPool
-- Usage
local pool = ObjectPool.new(ReplicatedStorage.Bullet, 20)

local function fireBullet(origin)
    local bullet = pool:Get(workspace)
    bullet.CFrame = CFrame.new(origin)
    task.delay(3, function() pool:Return(bullet) end)
end

Level of Detail (LOD)

Built-in: Set Model.LevelOfDetail = Automatic — engine merges distant parts into an imposter mesh automatically.

Manual distance-based LOD:

-- LocalScript
local INTERVAL = 0.2
local LOD_DISTANCE = 150
local elapsed = 0

RunService.Heartbeat:Connect(function(dt)
    elapsed += dt
    if elapsed < INTERVAL then return end
    elapsed = 0

    local dist = (workspace.CurrentCamera.CFrame.Position - model.PrimaryPart.Position).Magnitude
    local visible = dist < LOD_DISTANCE
    for _, v in model:GetDescendants() do
        if v:IsA("BasePart") then
            v.LocalTransparencyModifier = visible and 0 or 1
        end
    end
end)

Reducing Draw Calls

  • Merge parts that share a material into one MeshPart (export from Blender as .fbx).
  • MeshParts batch better than CSG Unions (Unions re-triangulate at runtime).
  • Reuse materials — 10 parts sharing SmoothPlastic costs far less than 10 unique textures.
  • Use TextureId on a single MeshPart instead of stacking Decals on many parts.

Profiling with MicroProfiler

  1. Press Ctrl+F6 in-game to open MicroProfiler.
  2. Press Ctrl+P to pause and inspect a single frame.
  3. Look for wide bars in heartbeatSignal (Lua), physicsStepped (physics), or render (GPU).
  4. Label your own code:
RunService.Heartbeat:Connect(function()
    debug.profilebegin("MySystem")
    -- your code
    debug.profileend()
end)

Common FPS Killers

Cause Fix
Thousands of individual parts Merge into MeshParts
Unanchored static geometry Anchored = true on anything that never moves
Many PointLight / SpotLight instances Limit to ~10–20 dynamic lights per area
High-rate ParticleEmitters Lower Rate and Lifetime; disable when off-screen
wait() under heavy load Replace with task.wait()
FindFirstChild chains inside Heartbeat Cache on load
StreamingEnabled off on large maps Enable it
Model.LevelOfDetail = Disabled everywhere Use Automatic where safe

Common Mistakes

Mistake Fix
workspace:FindFirstChild every frame Cache reference on character/model load
Destroying and re-creating bullets/effects Use an object pool
wait() in tight loops task.wait()
All parts with unique materials Standardize to a small set of shared materials
ParticleEmitters enabled off-screen Disable Enabled when particle source is not visible
Physics on decorative parts Anchored = true
Weekly Installs
24
GitHub Stars
1
First Seen
Feb 23, 2026
Installed on
opencode23
github-copilot23
codex23
amp23
kimi-cli23
gemini-cli23