This weird black line is appearing in the middle of my screen

So for some reason whenever I play the game, a black line appears in the middle of my screen, going up/down.

I just realized as I pasted the screenshot you can’t see it but I swear it’s there

Sometimes it even appears like this:


Also whenever studio is windows and I adjust the size of the window, the black either appears up/down, left/right, or a cross, or not at all. It also slightly varies in thickness.

I also tried to copying the whole screen gui, and putting it in a fresh baseplate so I could dissect it, but when I pasted it, the black line disappeared.

I think this might be an issue with the ui grid layout’s I use.

So the way I have the gui set up is there are 4 canvas groups that make up the entire canvas, because if I put too many frames in one canvas group, either arranging them via ui grid layout, OR scripting, the whole structure of the frames just broke.

Maybe it’s notable that I have a 3440x1440 resolution screen, so maybe it’s not visible on regular laptop screens.

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Sorry but the real problem is your fps dangggggggggggggggg also try uninstalling and reinstalling if you havent already

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nah its not that :joy: its just a very laggy renderer, even with just a couple of confusing maths stuff

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if you are using a UI grid layout I assume you’re organizing some UI elements in the image you posted?
are you sure their BorderSizePixel is set to 0?

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Sorry for late reply, but the grid layout is for the frame generation, and yes, I checked and all of the gui things have the border pixel to 0.

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As @moscowGOD said, what’s up with this?
image

How much lag are you getting with those numbers?

Well this started with this post. I rewrote the entire game and used actors for the raycasting, which so far has done literally nothing.

There are four quadrants which the screen is made up of, and each of those have 50 canvas group rows, and each of those have 50 actual frame pixels.

So basically it’s supposedly 10,000 frames that each raycast each frame, but it’s one actor per 50 pixels. I’m trying to use parallel lua to maybe lighten the load, but it’s possibly only made it worse.

There are 200 actors that each handle one row, which holds 50 pixels.

Here is the game for any reason.

The system that you made sounds like it is way too complex and/or inefficient. That is okay though! Now you learned that this way of doing things does not work the hard way.

Now, lets take a step back. What is it that you’re trying to achieve? There is a big chance that what you are trying to do has been done countless times before by other people. But I have to know what problem you’re trying to solve in order to help you.

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I wanna make a non-euclidean game (possibly an fps). I’m trying to make a custom renderer, basically almost entirely to seamlessly render portals, and yes, I have made portals entirely using viewportframes, and no, I won’t use them because they just look bad and there are major seams.

Reasons

Rendering lighting, literally even the sun, looks very bad in viewport frames, and there aren’t even ANY shadows. And also whenever I go through a portal, you can see the pixels rapidly appear to grow larger, but that’s just because you’re pretty much just getting close to a screen.

I did this rendering thing before, but with half the rendering, and twice the featues.

What I mean

Another details thing

The rendering was really bad because there was no shading or shadows, which made it really hard to comprehend things. The features included mirrors, refractions that took way too long to figure out, and very broken transparent objects.

The old renderer I made is not too bad performance wise, but oh hell not any better than what I have now.

I have even gone as far as to completely redo all of the scripting for the intro, splitting it up into multiple scripts that all their own purposes, but once they are used up they are deleted.

Not to mention I scrapped 500 lines of the character code to redo and simplify the FRICK out of the player character.

Oh yeah can you maybe answer this?

It seems that the more actors I add, the performance doesn’t change. Does it really matter what the actors are parented to? They’re parented to the “Pixel Actor”, which is parented to the “Main Actor”, which also holds the few other intro scripts.

Also there is 400 actors now.

Edit: 1000 actors. Literally not more, or less laggy.

Edit way later: I just updated the game.

I’ve done some digging and I found this resource. Though the approach taken here is already familiar to you, it is your best option. ViewportFrames would best suit this problem.

I’m assuming that what you are trying to do is to build your own shader in order to draw the reflections better than ViewportFrames can. However, this is not going to work. ViewportFrames are built-in and are heavily optimised. Their close integration with the game engine allows better and more extensive optimisation (GPU) than you will ever be able to do with custom Luau shaders.

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Well like I said, if I want a game with actual graphics and not look like a potato, I cant use viewport frames. There are no shadows. It looks pixelated in a bad way. And like I said, using viewport frames for the portals is really bad because it looks like it gets more pixelated the closer you get to it. Also you can’t even add any post processing to viewport frames. But I did to my game before I added the parallel lua using actual parts.

Oh yeah and if I did use viewport frames, I would, and did, downgrade the graphics of the entire game to look as bad as viewport frames so you couldn’t tell the difference between viewport frames and the actual game.

Viewports are limited. I know that. What if you swap worlds without the player noticing, faking the non-Euclidean effect?

(Paint FTW) This way, you won’t mess up the graphics because everything is just normal parts. However, there are some challenges with this approach:

  1. What is this supposed to look like from another player’s perspective?
  2. How do you decide when a world transitions into a parallel world?

EDIT: The perspective should be bound to the camera, not the character

quick-non-euclidean-poc.rbxl (43.5 KB)

The demo is slightly flawed, but I think that this technique should work if you do some clever level design.

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