Doesn’t seem to work on super huge maps
Tried in team test and non-collab, didn’t work. Did try in a new baseplate and it seemed to have work there.
Doesn’t seem to work on super huge maps
Tried in team test and non-collab, didn’t work. Did try in a new baseplate and it seemed to have work there.
Finally, real culling.
Thank you Roblox Engineers.
is there alot of terrain? since it only affects parts that arent visible and are being blocked i think but also remember this is still in beta testing
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.
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