It’s like when the camera isn’t facing them they stack and release all at once when the camera is back…?
This causes massive lag for the duration of them releasing all at once, don’t know if I’m doing something wrong, by the way I’m manually emitting them in a while loop to balance out the looks on graphic levels if that’s the cause? But why would they freeze once the camera is moved…?
Particle emission logic only starts when the particle is on-camera; unfortunately, this means that manually-emitted particles do not begin their logic until they are looked at, giving you the stacking effect.
You can avoid the stacking by only calling Emit when the emitter is in-frame or clearing particles periodically, but it isn’t ideal; however, it does seem to be intentional engine behavior. It would be nice if particles generated by the Emit method would begin processing their lifetime immediately–alas, they do not.
Literally I have the same issue. I have a system in my game that enhances default explosions by adding particles and such at their position. It’s very odd when I turn to face where an explosion was like 30 seconds later only to see the particles just start to emit.
So THATS why I have the issue I said in another comment (Particles from my enhanced explosion visuals only rendering when I look at them, usually when the explosion is already long gone)! This feature actually sucks, completely kills the mood of the game. It also does it with the gun flashes in my game so u get really trippy moments where an entire volley of gun smoke appears with no soldiers to be seen. Really hope they add a way to turn this off somehow.
I have been having the same exact issue, not only with particles, or beams, but with all types of lights as well! This needs to be fixed ASAP. Its poorly effecting developers games!
I actually think they responded in a reasonable amount of time to this. This is coming from someone who is frequently upset with the smallest studio issues/changes that might hinder my workflow.
I agree this is super annoying and needs to be fixed ASAP. Not only is it causing obvious annoying visual glitches (weapon muzzle flash and shell ejection are delayed to 1-2 seconds after you fire, bullet tracers don’t always appear, etc.) but it also causes severe gameplay issues in my game; for example there’s an item that lets you call in a plane to drop lingering flames over an area, but due to this particle bug sometimes the flames are invisible which leads to unfair deaths. There’s also a zombie type that can ensnare a survivor with it’s tongue, and since you’re meant to be able to see the tongue to find out where the zombie is hiding, it can lead to a seriously unfair situation where you get grabbed by seemingly nothing and can’t find the zombie to shoot it before you get knocked down.
I’ve noticed a severe dip in player numbers that eerily lines up with the appearance of this particle/beam/trail rendering bug. Please address this Roblox!
I took a free model gun and added particle effects to the bulletholes.
when you spray the wall, you can see the particles render properly, but after spamming it for a while, it seems they go into a buffer, and some show up a few seconds after shooting.