function dive(part)
c = part:GetChildren()
for i = 1, #c do
if(c[i].className == "Part") and (c[i].Anchored == true) then
c[i]:BreakJoints()
elseif(c[i].className == "Model") then
dive(c[i])
end
end
end
dive(game.Workspace)
lag:remove(10000000000)
It probably won't do anything except make you and players feel more confident that there is less lag. You have to tell them about it though.