Option: Render Union by the CollisionFidelity.Hull mesh

I cleared it up abit, let me know if something is missing.

@WhoBloxedWho tessellation is very different and much more complex. My suggestion is to use the meshes that already are being produced by roblox engine.

He understands it just fine.

He’s stating that this won’t have very many use cases, especially in games like Phantom Forces where you can almost always see the weapon the person is holding. I fully believe that if Phantom Forces used this - even at “extreme” distances - the weapon of your target will be noticeably larger and/or malformed. In fact, rendering a Hull Mesh will negatively affect the visuals of any detailed CSG vs. large and simplistic models. A player will notice that difference and it will be a turnoff.

I believe the proper solution here would be to integrate CSG tessellation. Sure, it may be “more complex”, but it is more reliable and ideal in this case.

You don’t use it on guns. You use it on buildings, trees, bushes etc.
High detailed map content, not player tools.

…

He’s talking about structures in the distance, not objects up close that have a lot of detail. Note also that if the distance is great enough and the convex algorithm is good enough (i.e. it will always find the minimal convex), it will be hard to notice the malformations especially if the details are in the concave parts of the objects. If the union is already convex by nature, there won’t be any malformation of the mesh.

I don’t think implementing such a complex procedure that will take more memory per union is worth the performance gain that you may (or may not) get out of this though.

I’d like to bump this ferociously debated topic due to the lag on my HQ guns.
With this feature I would not have to create low-quality versions of every gun and attachment, instead just choose to render by hull.

Won’t be necessary with user-uploadable meshes:
http://devforum.roblox.com/t/were-getting-uploadable-meshes/24733/

You can export your unions as obj files, open them in a 3D modeler, use it to tone down the complexity of the model, and then upload back to ROBLOX.

Wow. just wow. Dis is amazing!! :smiley: