Hi everyone, 690 is out the door. I hope each and every one of you has a fantastic day, week, and weekend.
You too! @EndlessSashimi ! I had a great week!
What a nice release.

Oh, it actually is nice. I didn’t even know this wasn’t happening, which might explain why Innovation Inc Thermal Power Plant’s custom map unloader thing had much better CPU times than without it. Any idea how much this helps?
Wait so occlusion culling didn’t get any proposed upgrades until now?
All I want is for roblox to run well on low end hardware, something that’s almost actively being promoted by means of being mobile friendly ![]()

Ooh, more optimized attributes and tags! Yay!!!
Wondering how they were stored previously… ![]()
We already have this, though. Lights will stop rendering if they’re outside of the camera’s frustum.
This implies if they’re behind a wall they’ll also stop rendering!
Whoops. To my knowledge, they’ll stop rendering if they’re outside of the camera’s frustum, but they won’t stop rendering if they’re behind a wall.
This is called frustum culling, not occlusion culling. Roblox has had frustum culling for a long time, occlusion culling was added last year and over time more and more things have been added to it. For example, now light is not rendered if it is being occluded in the view frustum.
Any updates on occlusion culling for particles? There’s a setting for toggling AABB bounds of particle emitters in studio, so I’m curious as to what the hold-up is.
Whats the difference between Decal.ColorMap and Decal.Texture, these seem like they’d solve the same task?
Also AuroraService not being script locked but its still a beta?
Good, great, awesome, outstanding, amazing.
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