We have made an improvement for streaming enabled places for large maps. This should allow you to smoothly stream in regions as the player streams in the region. Previously, if a player continually stream in new regions, the client will lag more and more as more regions are streamed in.
This change will make streaming enabled for large maps play more smoothly!
I happen to have a question about this; I was working on a somewhat neat sword system for a game and was actually planning for the game to be StreamingEnabled as to have large, detailed maps but ran into an issue I couldn’t seem to solve.
Invisible parts (that I used to weld other parts together in a relative manner) would not get streamed in by other clients and caused the welds to freeze/stream out. Is this maybe fixed now or is there any way it can be fixed? (Confirmed it works without SE on.)
Unfortunately, this fix does not address that. If the invisible part is not in the streamed-in region, the part will not get streamed in by the client (the player script won’t be able to act upon a part which is not streamed in also).
Although it’s not part of this fix, we will address more streaming related issues soon!
Sorry about the inconvenience, we’ll keep the community posted when those fixes come out.
The part is usually welt to other players’ hands (but still won’t stream in even if they’re right next to each other). Moreover welds seem to sometimes break altogether. Thanks though.
It would be nice if we had more documentation on how streaming works. When do things get streamed in? Streamed out? If I have a car, will it stay together when it gets streamed in?
Does streaming have any effect on Terrain? Is it just for parts?
Cool, yes we will improve the documentations as we make progress on Streaming Enabled feature. I understand that the current document is pretty vague on the specifications of streaming.
With that said I could tell you a little about how the system works currently. Parts are streamed in based on the distance to the player. We do dynamically change the radius at which parts are streamed in/out. However our current limit, at the point which we start streaming out parts, is based on the player’s hardware. So as long as the player’s hardware can handle, we will continually increase the radius of parts being streamed in. This happens regardless of player’s movement, though parts closes to the player which is not streamed in will be streamed in first if the player does move. This is why on a high performance machine, it would appear that once a part is streamed in, the part doesn’t seem to stream out. I don’t believe stream with have effects on Terrain.
If I move around in the level I can eventually get almost all of it streamed in. Or I can turn streaming off and load the whole level.
And yet when streaming is enabled, if I don’t move around, if I just hang out in the starting place, it seems the areas outside a certain radius never stream in - I have to move to make that happen. So it looks bad, seeing structures that are cut off because part of them have been streamed in and part of them haven’t.
So if it’s dynamically changing the radius based on my hardware up to what it can handle, why doesn’t it stream in the whole level even when I’m not moving?
Is it possible that we can have a function to add instances to a list of items that are always streamed-in, regardless of the position/radius of the player?