I guess I found a way to show objects when they are further than render distance. But I have got problem with determination of when they are unrendered. Is there any way to check that?
You can get the graphics quality the user has through UserGameSettings
I don’t exactly know what the render distance is for each quality, but you can just check that and use UserGameSettings
to know the graphics quality of the player and thus pick a constant
Thanks for that, but the problem I face is that when I tested that manually, it behaved REALLY diffirently:
- Baseplate + 1 part for checking = checking part rendered on 1st quality level as far as 150k studs.
- Live game + 1 part for checking = checking part rendered on 1st quality level as far as 200 studs.
After manual adjustments, I have found this values, though IDK how stable they are:
local RenderDistances = {
[Enum.SavedQualitySetting.Automatic] = "???",
[Enum.SavedQualitySetting.QualityLevel1] = 200,
[Enum.SavedQualitySetting.QualityLevel2] = 450,
[Enum.SavedQualitySetting.QualityLevel3] = 550,
[Enum.SavedQualitySetting.QualityLevel4] = 600,
[Enum.SavedQualitySetting.QualityLevel5] = 700,
[Enum.SavedQualitySetting.QualityLevel6] = 1600,
[Enum.SavedQualitySetting.QualityLevel7] = 2250,
[Enum.SavedQualitySetting.QualityLevel8] = 4500,
[Enum.SavedQualitySetting.QualityLevel9] = 9000,
[Enum.SavedQualitySetting.QualityLevel10] = 100000,
}
Everything measured in studs.