6600+ draw total down to 600+ draw total, that is actually insane
OH MY GOODNESS THIS IS PEAK
Literally surpassed the unreliable remote event update in my eyes.
Goated feature, thank you so much. Up next we need to be able to set custom reflection probes for the cube map interior reflections PLEASE!!
There are many instances where parts are not occluding parts (other neighboring parts) with no terrain in-between. We are aware from the OP’s post that terrain doesn’t get occluded, but what about parts behind the terrain? Wouldn’t those still be subjected to occlusion? Insight? @LightBeamRays
Love you guys
Game changing right here
Trusses are a little cooked.
This is honestly huge! Such a W update.
Do you guys have any ETA of when this would be released globally for the client as well?
+ @Seiiyo
Would you be able to share a repro placefile with us, please? It can be this place you are testing with or another one in which you are able to isolate the problem. That would be very helpful so we can dive into the issue and understand what is happening. Please feel free to share in private message if you prefer (to @LightBeamRays, @ProgramDude and @TigerRabbit2).
Good catch! Thank you! Investigating…
no way they’ll release this before '25, they will probably release it in early spring or late winter hopefully
Yes I will have our lead programmer @Seiiyo send you a message soon Thank you for the quick response.
Seriously the greatest feature in like 4 years
viewport frames?? how can you possibly use so many parts in a viewport
Once terrain can occlude parts, its over.
Nice update but it seems like sometimes even while something is out of view it renders it.
You can replicate this by creating 2 parts and just looking through one moving ur camera
my game will certainly benefit from this as it contains dozens and dozens of meshes that often overlap from pre-gen.
same sometimes applies to parts that are located inside
funny how a feature that has been a gaming industry standard since the early 2000s getting added now
but better late then never, W update
thank you roblox
I noticed that when meshparts are covering other meshparts the system breaks at around 150 studs away. However, at the same distance with a part covering the meshpart the system works fine.
Normal view with no part in the way:
Wireframe at 150 studs away:
Normal view with part in the way:
Wireframe at 150 studs away with part in the way:
Video showcasing occusion culling failing at distances past 150 studs when meshpart is covering other meshparts:
I’ve noticed the same issue but just on the baseplate seems to be a issue at certain camera anglse/positions