Better underwater reflections

because the forum is managed by this generations greatest minds, I cannot

The thing is, if you are talking about the triangle count, that really isn’t a big issue here. I’m going to say this. The 20k triangle limit is fully arbitrary. The engine does however have a limit, that isn’t triangles but verticles. They use a 16-bit indice to store the verticles, which means we cant surpass 65,536 verticles. If you do pass this limit the mesh starts corrupting and connecting faces to the wrong verticles. But the triangle count could realistically go all the way up to 200k~

I have a skinned .mesh file with said amount of triangles and it runs completely fine performance wise.

What mainly does matter however is how you optimize them. See roblox doesnt even have LOD support for skinned meshes at the moment. And the LOD distance is hardcoded and cant be changed, making it even worse for developers who had to shrink down their world due to future lightings light range cap.

You see what i mean? You lock 1 thing and it creates 10 other issues. Roblox needs to stop with this “gatekeeping” of freedom for the sake of the platform being easy for younger developers. Game development isn’t easy, its a steep learning curve that you need to be willing to take.

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Yo, would you make a seperate topic addressing that, because I have been wanting textures that have light up parts for a while.

Here’s an feature request for that

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