You’re welcome to interpret what I said however you wish; however, I merely stated that the word "request" carries the inherent implication that there is no certainty that said request is going to always be successful.
The fact you preceded “100%” with “basically” shows me that at least part of you, whether conscious or not, understood that there is a lack of certainty and to a large enough degree for you to not have required an elaboration on the matter.
Streaming Enabled was one of the best things that came out after Filtering Enabled, seeing it get more updates is amazing. My game that has a fairly big world used to take so long to load and then looking towards the towns would make me drop a lot of frames but after enabling this feature it boosted my performance a lot, including very short loading times. Can’t wait to see how much better it gets in the future!
For the users saying this is a forced feature, it is not. It takes less than 5 seconds to disable it and it won’t be enabled if you already have it disabled.
Good to see that the defaults are improving. However, I hope to see some other defaults changed as well. I’ve noticed many games that don’t have certain annoying types of physics disabled. I believe this is likely do to said developers not being aware that it’s even possible to disable, let alone how to do it.
What I’m referring to is disabling tripping and ragdolling of character models. Alternatively, it would also nice to possibly see these in the game settings, along with removing player collision. Obviously this can be found pretty easily with a quick search, but I’m still surprised by the amount of games I’ve played where players can be flung around somewhat consistently, and it’s most certainly not an intended game feature.
Also, to clarify, I’m not advocating for any sort of imposed restrictions of course. Those types of physics should still be possible to enable for those that want it, and it should only be disabled by default in new projects/templates. I’m just looking for better defaults for less aware developers to have a better default experience.
as far as i’m aware, the only way to disable that stuff is through a script that sets Humanoid:SetStateEnabled() for any states you don’t want happening (like ragdoll)
they could include a script that automatically sets these, but it probably wont happen with the new humanoid controllers coming soon
Or just set the behavior to false by default. I understand it’s a classic feature of Roblox, and I’ve enjoyed those days of Roblox, but I feel like it’s unprofessional and also rather annoying for modern games.
I must’ve missed that news or forgot about it. Could you message me a link to that so I can learn more?
I know that I can update my Windows 7 to Windows 10, but let me give you an example. On Windows 7, I have 60 fps on Roblox. In Windows 10, I have 20 fps to a maximum of 25 fps. Never show over 30 fps on Roblox with Windows 10. To be honest, I upgraded Windows 7 to Windows 10, and then I downgraded it because of lag issues.
If you are reading this, Roblox Team, please do not close support for Windows 7 and please fix this bug! Thank you so much!
@welblander I mentioned you because I want to show you the bug in the latest ROBlox Studio update. Sorry for disturbing you.
You can do it effectively now without needing the engine via parallel lua. Roblox already does some radius culling with their low graphic options though. When graphic is low, outside raidus isn’t render. Why not implement that to POV as well. Could just be a toggle.
…Or you can make a plugin that takes less than a minute to write that does that for you, as StreamingEnabled is a property plugins can change
Yes i can understand this being annoying, but with how easy to fix it is i don’t understand how this is disruptive to the tier of the Team Create update
I can’t help but say that I feel like these statistics are very misleading.
This does not at all say whether most players are mobile, PC or console users.
Roblox on mobile is known to crash a lot in demanding games.
But on PC (for me at least) this is almost never an issue.
A computer is far more powerful than a phone and has more memory so I think most crashes and slow loading times are from mobile users and not PC users.
I personally don’t like streaming enabled which I’ve stated in a previous post goes pretty much against my style and design choices when working on projects due the lack of control and how error prone it is.
Plus it increases bandwidth use whenever the server has to stream data to the client which might result in a little bit more latency which I’m also not a fan of.
If you’re a developer and you only make games for PC and console (like I do) I think it’s safe to just leave streaming off and not use it.
I’d just make my own streaming system and optimize my game.
The feature still feels useless to me so I’m honestly not a fan of the update having it on by default.
It’s a neat feature for those who do find use in it but why have it on as a default?
Lovely, just freaking lovely. Something else I have to change. Although some experiences will benefit from this, games such as fighting, FPS, or TPS will not. For those games, the entire map has to be loaded. I create new files when generating maps then copy the map over into the place when it’s finished.
i had a quite old game with so so many duplicate scripts and when i enabled streaming enabled it i just had to take one day to make it compatible, nothing difficult when u got persistent mode, the only issue with streaming enabled rn is the fact that it makes u stuck forever in pause state sometimes even tho the area is alr loaded, if i set it to disabled or default then there would be no pause and the character could go through the floor, i’m currently using the most stable option for pause which is the minimum streaming radius (streaming integrity mode) behavior, they could’ve simply added a delay to the pause that it stops after a certain amount of configurable delay, they could even mark that feature as beta or sum, it doesn’t seem difficult internally or anything, even tho it should be optional so it wouldn’t effect already existing games.
This has been causing issues for Client Script that attempts to grab an unloaded Instance. Will there be a feature to allow specific Instances to already be loaded when joining the game?
Streaming Enabled does have it’s benefits, don’t get me wrong. Like being able to stream out scripts under objects and have them stop running, which in itself is quite useful for stopping memory leaks and/or increasing performance.
HOWEVER, the biggest con that I’ve noticed so far is that when it comes to large-part based models, streaming enabled is far from useful. For reference, My tycoon that I have, is a model with roughly 9000 or so parts which don’t get me wrong, isn’t the best but Streaming Enabled is meant to help this right? Well, the total opposite happens, if anything, it causes very large lag spikes when loading models in.
I’d say having it off by default and enabling it manually would probably be a better work-case scenario as although having it’s benefits, it has its drawbacks and they stop a beneficial workflow.