Custom Culling System I made

Since roblox doesn’t really have a built in culling system unlike other game engines (yes streaming enabled is a thing but it doesn’t really cull anything it just puts them to nil when players are far).

Tags are a better choice for stuff like this, so you don’t have to get the descendants of the workspace and finding :IsA(“Part”) or mesh,etc.

A basic system I just made using CollectionService (tags), Coroutine.wrap functions, and camera.LookVector.Unit and then parented to replicated storage under the “Parented” folder (I might do remote events/unreliable remote events, so It will be server storage (avoid any exploits from getting the parts).

(you can adjust the culling amount on how fast it is and doesn’t really affect the clients performance)

video stuff:

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I was mainly focused on the FPS framework you made. Nice job on that if you made it. Also one thing that how performant friendly is this? Because I am seeing some spikes?

OBS encoding stuff, it doesn’t really affect fps but it does affect ping a little bit, because it’s transferring parts.

Hmm ping, thats an issue then. Maybe rather than transferring single parts maybe do them in a group?

Yes it does

This was a custom Roblox Studio build, please read the description. Unless they want to re-add this feature for developers for whatever reason.

according to the description he modded roblox studio in order to showcase the culling in action