If Roblox wishes for developers to start enabling network streaming instead of our own custom LOD solutions, not only do we need more control, but we also need to better understand how exactly the feature works. There is little to no documentation on streaming and related properties.
Particularly useful would be explanations that answer the following questions:
What are the conditions for when instances start to be removed? Do certain parts/objects take priority or is it just furthest distance from character?
Is there anything I can do to prevent an object from being streamed out?
What about local objects created during runtime on the client? Do they persist or will they be removed too?
How about if a client modifies a part and it is streamed out and back in later. Are the local changes remembered by the client?
Are Model & Folder objects containing parts removed from the hierarchy when their children are streamed out? What about other potential containers/edge cases (part parented to a far away part)
When instances are removed via streaming, are events relating to ancestry fired?
What exactly do the properties StreamingMinRadius and StreamingTargetRadius do?
I would like for the Network Streaming (StreamingEnabled) to unload everything out of the Max Radius you’ve set in the properties (Parts, Terrain, Models, etc.), this would help the player maintain high fps when they face an area with a high density of parts in a big map and less memory usage if the map is made out of Terrain.
This is something which Networking doesn’t do, would be awesome if it did.
Hey guys! We hear your requests for more information on Network Streaming. I’ll see what I can do to get this moving. Check out my response in this other thread, since it’s basically the same I might put here:
Edit: I also want to thank you for this list of questions - it helps us a LOT and gives us a great place to start. If you have anymore, please don’t hesitate to add them!
What I learned about this feature.
When turning this off in my game my gates, stage, firesystem get lagg everything go so slow then when turning it on I can build a huge game without any trouble and without lagg weird right? Standard its on 64 <-> 1024
To get my game working good I turned it on the first I saw was 64 I left that 64 then I saw 1024 I changed that by trying for my game it is 400000± something around that my game now works as smooth it could be so wonderfull I found this by trying for couple of months.