Recent update extended Render Distance range

To start, I’m not sure if this is the correct category, so correct me if it’s a better fit for someplace else. I’ll explain why I specifically chose “Scripting Support” later on.

As of a few hours ago, I’ve begun receiving reports that players can see “dimensions” from the “mainland” in my game. These dimensions are areas placed far away from where most of the game actually takes place. Users can only reach these areas by entering randomly-spawning portals around the main map.
When I first set up these dimensions, I chose to let them always exist in the workspace, but be far enough away for them not to render: this distance is approximately 8,500 studs. This worked fine prior to today; however, I’ve been receiving reports that these areas have now become visible.


I’ve tested changing my own Quality Level to see how much it affects render distance: even when the Quality Level is 1, they still have the ability to render. As such, it appears that something changed with how render distance works, causing it to completely ignore the distance between your camera and the part.

My reason for posting in the “Scripting Support” section is to try to gain insight on a better way to ensure that these dimensions don’t render if they are not being used. I’ve attempted to clone/destroy them locally when the client enters and exits the dimensions, but doing so causes a large spike in CPU usage (upwards of 3-4%). Is there a better way I can do this? Thanks!

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Instead of cloning/deleting, if you just shift parent between ReplicatedStorage/workspace, do you still see a performance drop? Cloning/deleting probably have an overhead since you’re having to allocate memory for new instances, initialize all their properties, etc, whereas with parenting you’re just replicating a parent change and changing whether a model is rendered or not.

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After running a quick test, I’ve found that changing the parent property as opposed to cloning/deleting appears to decrease the CPU usage by a minimum of 1%. My next goal is to make sure these dimensions properly render/un-render depending on whether you enter or leave them, although this should be fairly manageable to accomplish on my own. Thanks for the help @Echo.

However, I am still wondering about whether or not this rendering change is intentional. Before today, these dimensions were completely impossible to see due to their far distance, even at the highest Quality Level. I suppose this thread can be more of a warning for anybody else using this practice to un-render certain objects.

This change was intentional. Roblox introduced a flag setting which allows them to control the cutoff distance at will, and they changed it to 100,000.

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I did some testing and floating point rounding is only noticable at 2^16 studs.
Everything looks fine as long as you don’t go further than that.

2^16 studs is 131k, so you have a 262k x 181k x 262k cube in which you can build with no issues.
The home world represents a sphere 200k studs in diameter where nothing should exist, lest it be visible from the home world.
Seems easy enough to keep using your method of spacing everything really far apart, everything fits with room to spare.

this is going to break so many old games, even with maps in storage players will be able to see the lobby form the map they are playing on since stuff like that was built around the render distance

I’ve been having the opposite problem when I play games. Where I used to be able to see the whole map, I now only see parts and terrain doesn’t load until I’m close to it.
I have had my graphics on manual and set to 10 for as long as I can remember

Sorry for bumping but what flag is this?