Instance Streaming - Streaming Excluded Mode - For experiences with Instance Streaming enabled, this would prevent replication of models to all or some clients. This means you won’t need to hide instances under the camera or the PlayerGUI anymore! Additionally, if there’s sensitive state that might give one player a competitive advantage in your game, you’ll now be able to ensure that data isn’t replicated to that player. (Late 2025)
After all these years, finally, we have full server authority. How will this work though? Characters, for example, how will they continue to function? Will physics be calculated on the server and that will be used, or will the server combine speculation of where the client should be and the data that comes from the client?
i am once again asking about the status of ControllerManager.UpDirection, it’s been promised since february and i’m still waiting for it, i’ve had a game on hold for almost a year now because of it; just enable the fflag already or tell us what’s happening since it wasn’t addressed in the last roadmap post either
Cool. But when we will be given control over replication outside of instance streaming? I don’t plan in using instance streaming at all personally and i wish to make my own custom solutions which perform better for my use cases. I believe the ability for developers to control replication is something we’ve been asking for quite a while now.
This confuses me. Does this mean we can choose which stuff to replicate to players?, or are developers actually using the camera/playergui folders to hide server sided instances? (I’ve never heard about this but that’s kinda weird, and such a bad practice…). Because whatever “hiding” is, I can just simply fire-client specific players then on their client they spawn the instance no? that way its “hidden” from other players…?
Is it possible we can get more control over streaming terrain? Currently it appears terrain will never be streamed out even at extreme distances. I’d be nice if we had something like a max radius in which terrain will be streamed per player.
Insane stuff to look forward to! Just want to say, thank you to everyone at Roblox working so incredibly hard to get these systems out to us so swiftly. You guys are amazing
Right now the only way to stop replication from an instance to clients is by putting it into the camera on the server side, that will stop replication from an instance
Hourly engagement might be kinda OP, instead of waiting 24 hours to see data from an update just wait an hour and you can see if the players liked it or not, W
Kind of disappointed that graphics related updates always get delayed. Things like clouds and fluids for example alongside other lighting updates… Maybe one day we’ll get these things updated right?
I’d like to ask some questions in regards to the Audio Simulation
Will HRTFs be added?
How will the material absorption work? I.e what database of materials are you using? What will be the accuracy of said absorption, i.e levels of frequency absorption.
Will distance based sound attenuation be added?
How will the natural reverb work? Raycasting to determine room volume or determining the decay time through raycasts?
How will you account for much more complex situations?