Its been years, has Roblox said anything about fixing the origin offset causing less decimals. Making a decent open world shooter becomes a pain as your models just shake like crazy.
Every game that has a coordinate system has this issue. And for models to shake like crazy, you need to be tens of thousands of studs away from the origin. Most open world games just make sections, that load at 0,0,0.
This is due to floating point precision issues; a float
type can only store so much information about the number it represents, and larger values tend to a loss of precision. It’s a consequence of how the data type is implemented according to IEEE standards and almost every game that uses a floating-point coordinate system (like Minecraft) is bound to have issues with it
How big is your game? Like @QALOLTHING said, you have to be a huge distance from 0,0,0.
Are you using maps that the player teleports to which are far enough from each other that they can’t be seen from another map? If so you might want to look at having different places and teleporting players to single maps in different servers.
Hey,
A lot of recent open world games, split the map up into multiple game servers. Im not too sure how they do it, but as an example is this game Windward, it has 7 regions, split into 7 diffrent servers.