Yes I got the newest update. Studios prints out 63451812 when using that command. Though we also have a issue since we built vertically vs horizontally which I know a 2048,2048,1 size brick going vertical converted to terrain uses 20mbs of terrain while a horizontal version of that brick only uses 3mbs of terrain so I think that is half the issue since the optimization system doesn’t seem to work for vertical terrain.A post about that issue can be seen here. Can terrain optimizations be improved?
Would love love love water as a material. I really depend upon this as a mechanic, but Roblox as a part material would let me use smooth terrain.
Please please please.
Would this also entail improvements to float inaccuracies when a map exceeds a certain size?
I’m happy to hear there’s an initiative towards large scale games.
I’ve been working on a game that utilities absolutely gigantic terrain maps (talking in the range of 4,000,000 x 4,000,000 voxels squared).
I’m curious as to whether you guys are taking any feedback from developers regarding the limitations or issues we’re facing right now. I have a lot of input to give.
This is a great improvement, using streamingenabled made me and my friend’s game not work at times and since the players have their position saved when they join they end up falling off map due to the map loading slowly.
Anyways thanks for working on Roblox Terrain again!
Thank you! I always use terrain in my works.
YES, I can now use my HUGE Island map! It used to take about 5 seconds to load, can’t wait to see how it loads now!
That’s good news! I’ve always wanted to make a Realistic OpenWorld Game which takes hours upon hours to explore Without relying on separate places. It ruins the Openworld feel. Good to know i might be able to make such a thing in the future. I can’t wait to hear more about it
Im a bit confused, so the level loads the whole thing, or just makes the Smooth Terrain load faster?
Because in our projects we dont use Smooth Terrain and instead we use some kind of sandbox maps with triangle parts.
If you do not use SmoothTerrain you will not be affected in any way.
If you use tall, already slim terrain, this optimization won’t help. The way it works is that it prevents unnecessary loading of an 8x8x8 cube of terrain if that cube is surrounded by other terrain that is of the same consistency (aka, there is no surface).
If your terrain is very porous, you may gain no benefit.
Would you guys be able to take a look at voxels then to fix the issues regarding vertical terrain using 20mbs while horizontal terrain uses 3mbs? Also I just tested another map that uses terrain and the load times were a bit better. Was using terrain horizontally.
The issue is that Terrain is specifically optimized to be compressed horizontally. We can see if there is a better way to optimize it more generically, but the difficult part is that majority of terrain use cases for Terrain are generally on a Horizontal plane, not a vertical one.
Alright, thank you for your time and efforts. I do hope that there is something that can be done about that as it seriously hinders us for quiet a few maps that we want to work on using terrain.
Very good to see that there are terrain optimisations
My game is very flat and spread out so this update encourages me to expand the map even more, before this update I was scared to build huge maps with terrain in case of lag, for some reason I used to think that Roblox terrain loads the same as 2013…
I think I may still be exceeding some upper threshold here, I attempted to fill in my map with about 5/6ths of a 56k x 56k square 100 studs thick and this was the result:
EDIT:
I was able to get the number of voxels down to ~283 million as opposed to several billion in the screenshot above by slimming down the footprint and making the terrain slice thinner, but it still took 12-20+ attempts to start a server as opposed to no terrain taking 7 attempts (Bear in mind it takes longer after each failed attempt before another one is made). I’m a little disappointed that this update didn’t seem to fix that.
@Khanovich Is there any way to improve this? I have these changes uploaded here:
@Khanovich Does this affect how objects behave in water by any chance? I’ve just updated my game for the first time in a while and if a Submarine is networked to the server it seems to plummet down to the seabed and won’t float up any further. It seems to recognise an ‘invisible’ top layer of water just off the top of the sea bed. It’s almost like on the server there is no water between the top and bottom.
Boats are networked to the server, including a submarine that can go up and down by changing density. (Note this works fine when networked to client)
The Submarine sort of recognises two ‘layers’ of sea surface. One at the top like normal and one just off the bottom of the sea bed.
This means when I submerge the submarine it falls from the top layer to the bottom layer rapidly, and then cannot rise again because it’s trapped on this invisible ‘sea surface’ off the seabed.
This may be some issue not loading an 8x8x8 cube of terrain if surrounded by other terrain?
Edit: Seems I am correct. Here is a part networked to the server on the ‘bottom sea surface’
https://i.gyazo.com/37edb9cee0fb3e0d2a426318ba545896.gif
Issue confirmed. Disabled this in the mean time. Will fix ASAP.
Fix found. In the pipeline. Estimated ship date 3/14/2019. Will update here when its out.
Live again. May yall enjoy the nicest of Pi’s today.
Unfortunately it will require re-saving a level with Terrain to gain benefit.