The only thing I ever wanted was to make a mesh with 5001 triangles and now I can.
your new goal is a mesh with 10,001 triangles
Iām assuming this is due to the new LOD for mesh parts when they are farther away! This is an awesome update!
Iām also curious about the real-time csg limit, but itās probably the same as the studio limit. Iām working on a csg mining system that would really benefit from this! (Donāt worry Iām not using one giant part for the ground. )
Yes, real-time CSG limit also got increased to 5k.
It mostly is a combination of us wanting to move somewhat conservatively and CSG rendering assets not being as optimal as mesh rendering assets in terms of data storage (doesnāt affect rendering performance, but may slightly affect the asset download bandwidth). We need to consolidate these at which point weād remove the difference.
We havenāt implemented mesh LOD yet - itās on our roadmap for next year. We decided to reevaluate the limits because:
- Developers want to push for higher detail content, and in many cases they are working around the limit by splitting the meshes into separate pieces - which doesnāt help performance anyway
- With instancing available on most devices, the extra memory/performance cost of larger meshes is less significant
Having said that - echoing the comment from @Aotrou, donāt make all your meshes 10k just because you can now Triangle count is still important for performance. When automatic mesh LOD ships itāll be easier of course.
Thatās a lot of triangles! Out of curiosity, what is the purpose of having limits? Is it just for reducing file size for the sake of loading them into the game?
I had meanāt the āupcomingā LOD, but yeah, great update either way. However, will this have any affect on the collision fidelity? Will the collision be any more accurate to the actual mesh, or will that be a separate issue and potential update?
Just my unofficial opinion, I would think having limits serves as a guideline for what is reasonable for the engine. Although there are always ways to get around this such as splitting mesh parts, I would think the limit is saying āThis is what you should keep the count under, when using a reasonable amount of mesh partsā
Because without a limit, a new developer might upload a 200k poly, and then wonder why the bandwidth is dead for their game.
Also, the mesh parts have the uploaded to Roblox initially and then downloaded per client when playing, so the limits help keep that from being overwhelmed.
Does this apply to V1 as well as V2 CSG?
Thatās a separate issue - collision geometry is computed based on a simplified mesh representation. We have a long term plan of improving the fidelity & performance of collision geometry for CSGs & MeshPars but nothing this year Iām afraid.
Thatāsā¦ an interesting question. Iām not quite sure, Iāll have to look into that.
No - V1 should still use the old limit for V1 which is 2500 triangles. V1 is deprecated and you shouldnāt really be using it - we plan to remove it next year.
A lot of users still use V1 instead of V2 as it has better smoothing; any news on that front?
Thanks - this helps. Weāll need to look into what it would take to support this in v2 and how to best do it.
Love it!
I feel like at that point you should probably just be using blender
Blender can be a far more intimidating tool. Many engines include mesh capabilities out of the box.
CSG->Mesh when