Well… I guess this site ain’t completely hopeless huh?
Just from an openworld game developer! I wont have to make my own systems to deload objects:grin:
Heres an issue btw. If a triangle clipping happens jt will lag out the occlusion culling really badly. I will provide the example later.
The biggest update to Roblox since Roblox
Game changer
Thank you so much for this update! I will 100% use this feature throughout my games/projects. Ig Roblox finally responded after over 10 years…
This will have a huge performance boost. Thank you!
This is a feature that ever since it was announced in the roadmap, I have been waiting for. Glad to see it finally being implemented into studio. Looking forward to the full release!
Awesome! Thanks Engine team for such an amazing feature <3
peak roblox development fr
YES YES YES YES, FINNALY!
We are cooking hard now!
Engine team… look at me. I love you.
Doesn’t seem to work on my place…
Are all meshes occluded by default or do they have to meet certain settings?
I did enable the feature and this is a studio window
This is one of features that I need for my project. Will be patiently waiting for its full release.
This is an insane update already, but I tell you, once terrain can occlude and be occluded and culled, this will be absolutely psychotic (in a good way).
Large terrain based maps (or just all terrain based maps in general) would have a huge performance improvement!
The trees are not rendered out, I don’t know why. I’ve tried changing RenderFidelity settings of mesh trees but that made no difference.
I figured out it has something to do with Humanoid property.
Either way this update is just breath taking. Complex zones went from 20m triangles to less than 13m, and I can already see a huge benefit from this system. I wish this update launches into full publicly available feature for all games soon.
Just tested this, my triangles in my super dense area went down from 589 million to only 16 million triangles, THANK YOU ROBLOX!!!
I noticed that Meshes hidden by terrain do not get culled, will support for this be added in the future? One use for this would be for example mountains would cull towns that are on the other side
Long awaited feature and the first step to the optimizations route, Absolutely loving it.
This is wonderful, all we really need to be added that’s necessary for performance is culling lights and terrain.