How can i show the whole workspace in the Viewportframe?
You may clone its contents and parent them to the ViewportFrame (but I recommended you just instead build a lower quality version of the map because of how heavy in performance moving the entire map will be, especially when it is detailed).
Then, it’s up to you how the camera will move, but for a top-down perspecrive, just move the camera to the Player’s position, use a constant height (let’s say 100 studs) and make it look downwards.
I cant do that, because i want also that Players can see the moving Players and Vehicles.
If what you want is mirrors, the best (and most optimal) thing you can do is to have a very low quality version of your map, and vehicles.
If you look at what Forza Horizon 5 does, this is what im trying to explain.
This is what the mirror displays
And this is the actual scenery behind the car
The high detail models, such as the trees, arent cloned, but instead replaced with images to reduce the load on the graphics card.
So, you could do the following to attempt to re-create the effect:
First, have a low-detail version of the map that is exclusively being used for the mirrors
Second, have the client get information about other players, such as what car they are using, and then clone a low-detail car model in the viewport frame, and set its position to the real cars position every half second (0.5 seconds)
You could do the same with players, but i would highly recommend you not do this.
(And also, for optimization, you could also swap out the actual car model with the low detail one when the car gets a certain distance away from the player)
Then, just have a part where you want the mirror to be, and have the viewport camera linked to that part (Im not 100% sure how viewport frames work, so i think there is probably a better way to do this)