I’m making a select vehicle menu that has a horizontal scrolling frame with a good amount of vehicles. Similar to Car Crushers 2, but with a lot less vehicles to choose from.
I want a picture of each vehicle displayed on the icons, and so far I’ve done pretty well with just taking a picture of each, removing the background, and uploading as an ImageLabel. The problem is that the process of doing that takes a while.
I know about ViewPort Frames, and I haven’t used them because I’ve heard they can impact performance pretty significantly for lower end systems if there’s a lot of them.
So, in this setting, how much will ViewPort Frames impact performance, and what can I do to minimize the impact? I don’t want them to rotate or anything fancy.
If the “models” wont rotate or do anything fancy at all, and you plan to have it the same without changing properties/etc, I’d advise using ImageLabels in place instead of viewport frames, especially if you’re going to have alot of them.
Imagine it as “re-rendering” a model by re-creating textures for each one + a mini workspace. Having 50 can oof performance depending on how its handled. Using image labels in place also allow for more customization (imo) and look better in some places since you can alter lighting better.
Viewportframes imo should be used as a “view” (literally) and to look at simple 3d models and such with more accuracy then what image labels could do.
If you want to combat the taking pictures + removing background, you can just import them all at once in a single model, put them in blender with the same amount of increments in between, move the camera to the next car with the same increment and you have a long line of photoshoots that can be done quickly if you do a little rendering with some lighting. (Or just do the same in RobloxStudio by removing the green screen ), (or better yet, make it a spritesheet so its just 1 texture which will probably minimize loading times…)