The ability to force parts to render

I think having more control over graphics in general would be very good.
Both in-game and in-studio.

Some graphics and effects in Roblox still require quite hacky workarounds or you have to actively fight the engine itself to get something done.

5 Likes

roblox make it happen this should have been a feature 7 years ago. It’s actually really annoying that this isn’t a thing already.

3 Likes

Bump, still relevant and needed. I am making a game that uses ONE part in the distance to help the Lighting’s FogEnd not show the sky and silhouettes of objects, and that part keeps disappearing. It needs to be always visible and rendered.

It’s literally only one part. I’ve tried using a BlockMesh and making the part closer but using the offset to make it further back and it didn’t help. The part also matches the FogEnd’s color (which can be blue, red, green, yellow, gray, white, black) so it needs to be visible. A Sky won’t cut it.

Edit: This issue is still relevant but I was able to use a BillboardGui and a Frame to help with my specific issue. But I and many others still need this for many different reasons. Someone start a petition or something.

1 Like

Let me bump this up again. Can a Roblox Stuff please explain us why they are still not adding a stuff like this? It is a very basic thing.

3 Likes

I have found a weird workaround for this:
ViewportFrame + Scaling
Basically, you clone object you want to be rendered into ViewportFrame, parent it under BillboardGui, and make it cover entire player’s screen. Billboard’s adornee is set to a nil, and to position it correctly, I use StudsOffsetWorldSpace.
This results in decent outcome, where I can properly layout such objects, so they won’t just overlap each other. Drawback is only when they are at around same distance, and they will show ontop of each other depending on which will be a bit closer.


This satellite is rendered on 1st graphics quality at 100k studs distance

8 Likes

another bump
its been 2,837 days since the initial post was made, thats 405 weeks, 93 months, or 7.77 years.
we still desperately need this feature. theres some workarounds (like GamEditoPro’s workaround) but generally they are very limited and simply arent enough for what some people need, myself included.
its not asking for much, just the ability to reliably force specific things to render. it doesnt seem like such a hard feature to implement, why dont we have it already?
something really really needs to be done about this.

2 Likes

Bump. It’s been over seven and a half years, and we can’t even force a part to show up on the screen. For a company that’s “powering imagination”, it’s pretty pathetic we can’t even make things show up on the screen.

2 Likes

This looks like it can work for this.

I’m not sure this addresses the issue, even if a part is streamed in it might not render depending on the users graphics settings.

7 Likes

bump, i need this so i can properly make my isometric game

4 Likes

Bump. POI’s need to be visible at all, or almost all times. It completely ruins the game if you can’t see the giant volcano base no more than a couple thousand studs away.

7 Likes

Another bump. Our entire game revolves around having large render distances (you’re aerially orbiting in a circle around a central map). We’ve added warnings in-game to turn up graphics settings, of course this has it’s downsides as there’s a FPS tradeoff with everything on the map rendering in higher fidelity.

We’ve optimized almost every other aspect of the game to make low-end devices compatible and playable, so it’s a bit of a shame that despite this optimization effort to make the game accessible, we’re hard capped by an arbitrary “render distance” limit that we have no control of. This limit forces us to consider hacky workarounds like scaling everything in the map down to fractions of a stud - which increases risk of floating point errors and general awkwardness in managing things like pathfinding, projectile validation, etc.

4 Likes

Bumping this again.
I need this for a script to index all camera parts, which are along a railway line and those tend to be rather long.

1 Like

Wow. Can’t believe this still hasn’t been implemented, I assumed it had.

I have a model in my game that needs to be loaded at all times. Is this really too much to ask for? After 8 years?

1 Like

Does setting the Model’s streaming mode to Persistent not help?

No, it doesn’t, I thought it would tho. I tried LevelOfDetail and ModelStreamingMode. I also tried messing with with these in combination with workspaces streaming behavior and couldn’t get it to work.

Bump. Please add this oml. It would be very, very, nice and awesome and would benefit everybody.