The feature isn’t live for obvious reasons of performance but the example we did was just hooking Humanoid.Seated and seeing if its a VehicleSeat, and if so, turn on the FrustrumStreaming. A rig that’d normally do 160-240 FPS drops to 10-20, drawcalls shoot to 10s of thousands. The map is actually pretty linear with two main roads, which was the test condition.
If you need an actual demo place tell me how I can submit you one privately
Was just going to ask the same thing, having an Instance (Folder, for example), from which the engine could take stuff and stream into designated Instance on client would be very helpful. Looking forward to it!
Edit: Okay, maybe I’ve misunderstood the original idea. My idea is we could have multiple instance streaming simulatiousky, while the main one having the biggest priority, of course. This could be used for minimaps (again, combined with occlusion, you often need to see just the roofs, for example) or rearview mirrors (here customizing the max distance would be very handy). Having the engine handle this would not only save me lots of work but, if I understood it correctly, anything written in engine (C++) will just run better than any lua code no matter how well optimised it is.
when will workspace streaming properties become scriptable I have 2 million places (game: blockate) I want to switch to use streaming enabled but i can’t publish 2 million places and open cloud luau execution api can’t edit streaming properties either
What? You want to reflect viz instances from one client to another? You should explain your use case if you want to be understood. Single sentences aren’t cutting it.