roblox-performance-optimization

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Chinese

Roblox Performance Optimization

Roblox 性能优化

Goal

目标

Keep the experience smooth on lower-end phones. Favor measurable fixes over visual guesses.
让体验在低端手机上保持流畅。优先采用可衡量的修复方案,而非仅凭视觉判断。

Use The Scene Analysis Skill

使用 Scene Analysis Skill

When available, invoke
rbx-scene-analysis
before deep performance work. Use it to inspect rendering, memory, instance composition, unparented instances, and animation or audio asset usage.
如果可用,请在深入性能优化工作前调用
rbx-scene-analysis
。使用它检查渲染、内存、实例构成、未挂载到父节点的实例,以及动画或音频资源的使用情况。

MCP Workflow

MCP 工作流

  1. Confirm Studio state with
    get_studio_state
    .
  2. Use
    search_game_tree
    and
    inspect_instance
    to identify heavy hierarchies.
  3. Use
    execute_luau
    for targeted counts, tag scans, memory snapshots, or property audits.
  4. Use
    screen_capture
    to preserve before/after visuals.
  5. Playtest with
    start_stop_play
    and check
    get_console_output
    .
  1. 使用
    get_studio_state
    确认 Studio 状态。
  2. 使用
    search_game_tree
    和
    inspect_instance
    定位开销较大的层级结构。
  3. 使用
    execute_luau
    执行有针对性的计数、标签扫描、内存快照或属性审计。
  4. 使用
    screen_capture
    保存优化前后的视觉对比。
  5. 使用
    start_stop_play
    进行试玩,并通过
    get_console_output
    检查输出。

Optimization Targets

优化目标

  • Instance count and deeply nested hierarchies.
  • Unanchored parts causing physics cost.
  • Excessive constraints, touched events, or per-frame loops.
  • Large textures, too many unique materials, and high-poly meshes.
  • Particle emitters with high rate/lifetime combinations.
  • Dynamic lights, shadows, post-processing, and expensive transparency.
  • Scripts that connect events repeatedly or leave stale connections.
  • Workspace content that should stream or load later.
  • 实例数量和过深的嵌套层级。
  • 未锚定部件造成的物理开销。
  • 过多的约束、Touched 事件或每帧循环。
  • 大型纹理、过多唯一的材质以及高面数 Mesh。
  • 发射率与生命周期组合过高的粒子发射器。
  • 动态灯光、阴影、后处理以及开销高昂的透明效果。
  • 重复连接事件或遗留失效连接的脚本。
  • 本应通过流式加载或延后加载的 Workspace 内容。

Mobile Budget Habits

移动端预算实践

  • Build the first area to be visually strong but technically cheap.
  • Prefer fewer meaningful effects over many constant effects.
  • Use Level of Detail thinking for distant props.
  • Keep UI lightweight and avoid per-frame layout work.
  • Test phones and tablet-like viewport sizes, not only desktop Studio.
  • 构建首个区域时,使其在视觉效果上具有吸引力,同时保持较低的技术开销。
  • 相比持续启用大量特效,优先使用少量但效果明确的设计。
  • 对远处道具采用 Level of Detail 思路。
  • 保持 UI 轻量,避免每帧执行布局计算。
  • 测试手机和平板类视口尺寸,而不只是桌面版 Studio。

Report Format

报告格式

Return:
  • Biggest performance risks.
  • Evidence from scene analysis, instance inspection, console output, or captures.
  • Fixes ranked by likely player impact.
  • Verification steps and any tradeoffs.
返回:
  • 最大的性能风险。
  • 来自场景分析、实例检查、控制台输出或截图的证据。
  • 按可能对玩家体验造成的影响排序的修复方案。
  • 验证步骤以及相关权衡。

Next

下一步

Confirm the gains on-device with
roblox-mobile-playtest
, and re-run
roblox-playtest-qa
to make sure nothing regressed.
使用
roblox-mobile-playtest
在真实设备上确认优化收益,并重新运行
roblox-playtest-qa
,确保没有出现回归。