Author Topic: Does the number of bricks influence lag or is it solely about visible faces?  (Read 474 times)

Let's say I have a save with 10000 bricks. Those 10000 bricks are not connected to each other and in mid-air, and I can see every one of them. In total there would be 60000 faces.
And then I have a save with 60000 bricks that have a single face, in the same situation.
Both saves would have 60000 visible faces, but would the number of the bricks influence lag?

there would be less than 60000 faces iirc, because the game only renders faces you can see or something? or am I mistaken and that only means the faces that aren't hidden by another brick?
idk man
but I'm pretty sure the faces that are rendered is all that matters, and if the number of bricks has any weight on it, I doubt it's a lot

it's the number of faces for rendering
for looping through the bricks it's the number of bricks (if you're doing this for whatever reason)

for the rendering, make a 64x64x64 cube of lattice bricks and you should lag

Probably not related to your situation, but I noticed that user-made bricks have a stronger influence on lag than default bricks.

Probably not related to your situation, but I noticed that user-made bricks have a stronger influence on lag than default bricks.
This is because most custom-made bricks do not have culling. Culling automatically hides faces if there's another brick on a particular side.
For smaller bricks it works almost flawlessly, but with really big ones like modular terrain, sometimes culling hides faces that you can still see. I have a few builds where this happens.