Changes to PartInstance Streaming with Streaming Enabled

I don’t anticipate that these changes would cause any interference to your targeted replication method. Instances cloned on the client are considered local instances and are not normally subject to stream out, unless they are have ancestors that are remote parts.

We are working on better ways to have more targeted/controlled replication, but we don’t have anything to announce currently.

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Will this also work with Stream Out Behavior: New Property for Streaming Enabled for whenever that gets re-enabled?

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Yes, this change is a prerequisite for the stream out change.

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Is there a way to enable these changes in advance? It is not feasible for me to find everywhere in my game where this might be a problem.

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Is there a timeline for the improved stream out behavior being reenabled? It was a game changer for my experiences for the day or so we were able to use it, it solved a massive amount of our performance issues.

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In general, I wouldn’t expect this to be a problem for 99% of people. In fact we had this update enabled for 3 hours globally until we saw this post: Streaming Behavior Changed

The use-case is not a common pattern in games, from my understanding. Basically it requires you to have a Local Script that triggers a server Remote Function that spawns an object and IMMEDIATELY returns it. This script was expecting the instance to be available immediately on the Client after the remote function triggered. This wasn’t 100% responsive to begin with because it depended on whether the part was spawned inside of an already streamed in region or not.

We can possibly enable this in Studio to let people test locally in Start Server + Player.

The intent would be to let this change stabilize for a week or so and then immediately re-enable Stream Out Behavior.

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Would appreciate some way to test it in studio. If it’s a flag to be enabled, are we able to force enable it locally somehow?

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We will enable this change in Studio on March 7 to give people time to test and work around.

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Thanks! I’m reasonably sure in that case that I will be mostly unaffected. Some third party code I’m using does return new parts immediately though so I would appreciate a way to test this, even if it’s just being told which flags to enable so I can do it myself.

As @CorvusCoraxx mentioned, we will enable the code in Studio so that people can test on Start Server + Player without negatively impacting their live games.

We are willing to extend our timeline IF there are pressing issues/difficulties with working around this, however we want to make sure its for cases that warrant it.

We will update here once it is enabled in Studio for testing!

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Hello, this change definitely sounds like something I’ve been needing actually, and I’m wondering if there’d be any way that this could be (by developer choice) enabled in live games sooner than March 14th. My games should be fully compatible with this, and if not, I should be able to work out any bugs within the day. Stream-out is extremely important to me, seeing as the games I work on tend to be huge, and devices with less RAM tend to suffer.

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This is going to make moving Jailbreak to StreamingEnabled so much easier. Still a mighty task but helpful for sure. Thank you!

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In the future, will there be a way to keep things like the game map always loaded while entities (players, detailed structures, etc) stream in and out as normal?

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I’ve been having some issues in a game I work on where parts that are supposed to be deleted do not actually delete and remain for a client because it was streamed out and back in. Does this update address this issue?

Can you create a new post/bug report for the issue with part deletion you are seeing? We need more details on what is occurring, and a repro place if possible. My hunch is that this change will not address your issue.

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I can’t report bugs in the bug report category because the button is deactivated. Is there another way I can report this bug?

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Does this mean that the endorsed vehicles will finally not become a big blurry PS1 mess for a few frames when you enter them with StreamingEnabled?

We do indeed really need this. I’m currently working on an open world game with tons of skyscrapers, and currently when they’re not streamed in, they look like Wiimotes.

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Do fully anchored part collections with constraints qualify for this atomic streaming behaviour? Or only root-anchored and unanchored?

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Anchored parts are always their own assembly root, however multiple anchored parts connected together via welds or constraints are considered part of the same mechanism.

So, AFAICT, after this update, if all parts in your map are welded together the entire map will be streamed in at once and kept around until the player has entirely left the map.

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Does this mean that the endorsed vehicles will finally not become a big blurry PS1 mess for a few frames when you enter them with StreamingEnabled?

I do not expect that to be addressed by this change. However, we are aware of this issue and hope to have some good news for you on that front in the coming weeks.

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