Scroll any premium MLO listing and you'll see a number like 279 entities sitting next to the price. To a new buyer it's trivia. To an experienced owner it's the first filter — because entity count is the closest thing this market has to a fuel-economy rating.
What an 'entity' actually is
Every chair, wall, door, light fixture and decal in an interior is an object the server has to track and every client has to render. Entity count is the total object budget of the build. More objects = more draw calls, more memory, more sync overhead when forty players crowd into the same room.
The rough thresholds
From our testing across live roleplay servers:
- Under 200 — featherweight. Safe on any server, any hardware tier.
- 200–400 — the sweet spot for a full-featured interior. Our LS Tuners complex packs eight rooms plus an event lot into 279.
- 400–700 — acceptable for a flagship location, but stack two or three of these in the same neighbourhood and weaker clients will feel it.
- 700+ — approach with caution. Ask exactly what justifies the budget.
Why two builds with the same count perform differently
Count isn't everything. Texture resolution, collision complexity, LOD discipline and prop density all matter. A well-built 400-entity interior with proper LODs will outperform a lazy 250-entity one. That's why we publish file sizes alongside counts — ~20 MB for the Connection Hub tells you as much as its room list does.
What to ask before buying
One question separates serious creators from hobbyists: 'What did you test it under?' If the answer is a live server with real player counts, buy with confidence. If the answer is silence, the entity count is a guess, not a spec.
Performance is a feature. Treat it like one — your players' frame rates will thank you.
