Frustum Culling is already apart of Roblox as long as they haven’t removed it in the past few years. @Maximum_ADHD has a comment somewhere with a video of it working.
Also Roblox needs occlusion culling, we have streaming enabled as a band aid solution but it doesn’t work for everyone.
Why should my game that is only hallways (SCP games) lag when I look back toward the map with a wall right in front of my face which prevents me from seeing anything.
Yes, includes Baseplate. This update does NOT include setting streaming on for any of your existing experiences that you may have created already with Baseplate though.
It sounds like you are storing a script under a part or model that is being streamed out? Are you expecting the script to remain when the ancestor is streamed out? Or that the ancestor would not stream out in this situation? Can you give more detail and what behavior you would like to see?
I haven’t done it recently, but when I used to work on a game with StreamingEnabled, scripts would be deleted after it was streamed out and wouldn’t return. I think it’d be better in this case to just return the script and rerun it, or pause it and run where it left off when it is streamed back in.
The same goes for server code which is looking for items inside of streamed out areas, such as a ProximityPrompt, it’ll just delete it and your code will either freeze or error.
You should give it another look. They have added a few things to help it work better. One that I found super useful is the ability to flag a model to be persistent(so it never gets streamed out). I used this for portions of my map where it just has to be there and other models around it can be streamed in as needed(decorations).
If the script is in a model you could mark it as persistent and it wont get streamed out. If your script doesn’t work well being loaded and unloaded this might work for some cases.
You WILL use StreamingEnabled.
You WILL not have access to granular content streaming.
You WILL use WaitForChild() when referencing instances.
You WILL be throttled when attempting to move around the map.
You WILL be happy.
I don’t fully understand your point here. According to the section of the documentation you linked, it seems to imply that the content will be loaded unless it causes the client to crash due to lack of memory or freeze their network entirely.
From my understanding, wouldn’t that mean that it will load basically 100% of the time anyway? What about using ReplicationFocus? What about streaming integrity? In my personal experience, RequestStreamAroundAsync has worked consistently, not in the way that you portray it, which makes it seem like it won’t function at all most of the time.
It’s just an annoyance, just like closing that autosaves pop up every time Studio launches, and fixing all of the broken plugin widgets. It’s not long, it’s just mildly annoying to fix every damn time you want to do anything…
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.