Multiple Viewport Frames using same models

yeah, title pretty self explanatory but… Basically the problem I’m facing right now is, having multiple viewport frames displaying the same scene at different camera angles. Right now as we have it, I would need to duplicate the scene x amount of times for x amount of viewport frames. This… can lag when you have high quality models in that same spot. So…

As a feature request have a feature where you can use the same duplicated scene, for multiple viewport frames with different cameras.

For example, lets say you’re making mirrors but your map has a bunch of parts… Lag…
If you had multiple mirrors in the same spot… lag.

I made a thing so you could see.

If you had a big scale map, those mirrors will lag your computer like CRAZY.
So, it would be pretty cool and there would be some cool games if you could have viewport frames use the same models.

tldr; Make it so you can use one model for multiple viewport frames

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Thing is having multiple models wont exactly help. You would still effectively be rendering the map from multiple viewports at once (which would basically translate to you rendering the map a few times over). What you should try looking into is creating a custom render distance/streaming system for your viewport models so that well, they dont render the entire map.

One shared model for multiple viewport frames would help with memory a lot though so theres that.

Would be nice for the viewport “workspace” to be separated into new instance. so you can reference it like how you do with current camera. Being able to reference workspace as-well would be nice as-well in some cases.

To my knowledge, not entirely. Yes, you’d still need to render the two different images. However, there are optimisations in place as so moving the camera is less expensive than changing the contents of a ViewportFrame afaik; Roblox could likely re-use those optimisations if they know two ViewportFrames are to have the same contents.

On top of that, even if that optimisation isn’t possible for some reason or they are already in place, you would no longer need to update moving parts in multiple ViewportFrames; saving on performance there.

However, I do feel that if this is to be implemented, perhaps just an Adornee property to specify which hierarchy to render would be best as it would cover many more use-cases, too.

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