Okay got most of my stuff back
next step is trying to add things like maybe POM (Well probably way cheaper versions of that because that would probably be too heavy)
After that I’ll see if I can improve some lighting, because right now this just looks like a worse version of Roblox realistic lighting mode with a lot missing
The performance drop is probably from the overhead of the new passes. If you’re hitting the CPU hard with thread management, adding more complexity like POM is just going to make it unusable on older hardware.
The file size is negligible. The real bottleneck is the texture sampling and the shader complexity, not the disk space or memory footprint of the assets themselves.
That is expected if you are pushing a lot of large textures through the pipeline at once. High-resolution buffers and heavy sampling will eat up VRAM and system memory pretty quickly.
Today i’ll do some experimenting just for the fun: Obtain semi GPU access (Although this will only work on studio it’s just to test, and by gpu access it isnt really in the conventional way)
Well it’s not really a practical way since i’m running some code on the side outside of Roblox to bridge the stuff, and outside of studio (rbxl player) you dont have localhost obviously so I can imagine it being pretty laggy or not so secure and would require maddening amounts of data across the network, well unless you dont really send much