The budgets
| Budget | Triangles | What happens |
|---|---|---|
| MeshPart import ceiling | ~21,000 | Studio rejects or strips the mesh on import |
| Safe performance target | ≤ 10,000 | Renders everywhere; heavy meshes still cost mobile frame time |
| Repeated prop sweet spot | 500 – 2,000 | What scenery, crates, weapons and foliage should aim for |
| Hero asset | 2,000 – 10,000 | Fine for one centerpiece, not for a scattered set |
Per-mesh counts are not the whole story. What the GPU draws each frame is the sum of visible triangles in the scene. Twenty copies of a 5,000-triangle prop is a 100,000-triangle scene, and no per-mesh budget saves you from that.
What over-budget looks like
- The import fails outright, or the mesh arrives stripped.
- The mesh renders in Studio but disappears or turns to soup on low-end phones. See why models go invisible.
- Frame time spikes when the camera pans across heavy geometry, even though every single mesh 'fits.'
How to check a mesh
The Mesh Checker counts triangles in any GLB or OBJ, compares the count against these budgets, and returns a mobile-risk verdict. It also includes a scene budget calculator, so you can price out the whole scene, not just one prop. For size math, the Studs Converter translates studs to meters, centimeters and feet both ways.
How to cut triangles without wrecking the look
- 1.Delete interior and hidden geometry first. Generated and sculpted props routinely carry 20-40% faces nobody will ever see.
- 2.Decimate in Blender: Collapse mode at ratio 0.3-0.5 is a good first pass for stylized props. Check the count after each pass.
- 3.Move detail into textures. A normal or detail map costs pixels, not vertices, and stylized-PBR workflows bake this by default.
- 4.Set the budget before generation, not after. studmill takes a tri_budget parameter on every generation, so the mesh arrives under the limit instead of needing surgery later. To measure a file first, use the triangle-limit fix page.
- 5.For large worlds, enable Mesh Streaming so distant meshes cost less. It is a discount, not an exemption: close-up geometry still renders in full.
Counts triangles in any GLB or OBJ and scores them against Roblox budgets. Free.
Numbers verified against Roblox Studio behavior and the studmill import pipeline as of Sep 14, 2026. Roblox changes limits and policies; the official docs win.