Deprecating Legacy CSG System

On a real note, do I have to use some sort of toggle (e.g beta materials) to enable csg v3?

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Yes CSG V3 can be enabled by selecting it the list of beta features (Studio File / Beta Features / CSG Version 3).

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How big is the performance difference between a CSG part and a mesh part created in Blender for example? All the CSG parts I’ve worked with so far have significantly more vertices than well created 3D objects.

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That’s a difficult question. We have been trying to improve the CSG parts’ size and I believe there’s still some improvement possible. However is it possible to optimize the vertices count to achieve the same visual result? Sure. Would the difference be that significant? It shouldn’t be.

So if you find examples of CSG parts that exhibit way more vertices than a custom mesh, let me know and I will be happy to discuss with you about the options we have. Thanks

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Are there any significant changes between CSG V1 to CSG V3?

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CSG V3 is more robust than V1. It is based on the same core technology as V2 but optimized to get better performances.

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It’s a complex building service, it allows you to make things that you couldn’t do with normal BaseParts easily.

(or at least i believe so from looking at this thread)

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CSG stands for Constructive Solid Geometry: it allows you to create complex geometry by unioning or subtracting simpler primitives.

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When can we expect CSG v3 live in game?

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Glad to see stuff that does not really get used much gone, I hope the new system will be better!

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Are we going to be able any time soon change Renderfidelity to Performance for unions?

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How can I see what version of CSG a union uses?

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I’m a bit confused here but

how do i know where to upgrade CSG engine or what version is it?

also is this affecting to Legacy Mesh class? What i meant is a class object that parents to Parts (not MeshPart)

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CSG V3 in-game APIs are coming soon. We are working hard on ironing the last issues. To be honest, we can’t wait for you to be able to try CSG V3 in-game. We want to see what you’ll be able to get out of this faster CSG engine.

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@glaqss @banktoner If you didn’t chose the legacy CSG engine on purpose, you either use CSG V2 or CSG V3. Anyway the new engine CSG V3 is compatible with both V1 (legacy) and V2. This means you should be able to edit any existing union with CSG V3.

Are we going to be able any time soon change Renderfidelity to Performance for unions?

@xxibadrxx This is not in our immediate plans but we are thinking of having a more generic management of rendering and collision detection settings (that would be common to meshes and CSG unions). Would you happen to have examples of models for which being able to set Renderfidelity to Performance for a union would be of benefit?

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Are you able to say what the issues are?

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There are a few crashes related to CSG operations that we are working on eliminating. Once these are fixed, CSG V3 in-game APIs will be released, probably as a beta first.
By the way if you ever have a crash while doing a union or separate, please share the model with us so we can try to reproduce the issue.

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I’ll ask again; are synchronous (non-yielding) APIs planned for CSGv3?

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CSG operations may be expensive, whatever the engine. Synchronous calls could result in a really slow experience. Can you give me more details about what you would like to achieve?

As a general comment, if your reply is about CSG V3 specifically (as opposed to V1 to V3 migration), could you please post here: Studio Beta: CSG Has a New Engine - Vroom, Vroom, Vroom!
I am monitoring both threads and will reply asap on both. Thanks

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Is the update still going to ship on time if the cylinder/sphere bug isn’t fixed? I’m fine waiting for that to fix after release, since I haven’t got any projects I’m particularly busy with at the moment. Just curious is all.

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