If anyone want to try messing with this “dual render” scope system, here you go! CameraViewPortACOG.rbxl (222.9 KB)
(I added a NonPlayerObjectsFPS variable to the beginning of the script. It works in theory but in practice it ends up too slow to actually do what you ask @TheRings0fSaturn)
You can see how the NPCs render smoother than the balls and crates!
Super fun implementation of this! I quickly made an RC car system, and used it as a camera so I have a system similar to R6S that lets players keep peripheral vision while piloting their drone!
This is really cool! I just wish there were an API in place that would let us do this… you know… without these types of hacks? I’ve heard it’s in the works, we just have to wait.
With the live release of ViewportFrame, tried to use this on two of my group games but both had errors. Can’t seem to use the newest version or the v3 without suffering errors.
EDIT: Just realized you’re still replicating the entire workspace which is the problem I addressed with raycasting to find what’s available on the camera’s view.
Make the Map a model named ‘Map’ in workspace. If the map never changes, we don’t bother performing checks on it. This saves tons of performance, allowing it to work far more smoothly.
Hello there. I saw your camera system and I fell in love with it. I did try your system and added multiple cameras and monitors, and also made a script that hides the players’ names. One thing that I noticed is that for a reason, it teleports the player where the monitor for the camera is when they spawn in. Because I am not the best at scripting and for sure do not know how to use the ViewPortFrame, is there a way that you can change the scripts so that it still works, but does not teleport the player to the screen? Thank you for your time.
Can’t get on my PC rn, and I forget where exactly but in one of the scripts it simply CFrames the player. I did it so that you end up by the screen so you can see it when you play test.