ViewportFrame Release

But then it loses some coolness D:

2 Likes

My only concern is how much of an impact these will have on performance if I use them like this.

I plan on having all of my displays be like this. I can of course have certain ones active at certain times, but sometimes players may have a large inventory of skins.

6 Likes

Change the display UI to only show a few of them at a time then. :slight_smile:

3 Likes

My current plan is just to have the items rotate when in view, but some pages such as trading, crafting, and inventory will have a lot of these. Other pages shouldn’t be a big deal.

2 Likes

Well, somewhere in this thread they said these were about like image labels for performance. I don’t know how that changes when you’re rotating it.

3 Likes

:pray:
https://i.gyazo.com/6b2cc975cecfb3eddcff2fc7942126ec.mp4

(ImageTransparency/ImageColor3 would be appreciated, I had to change the transparency of each individual part to fade out)

60 Likes

Wow dude that looks awesome! I really want to do something like that in my own shop.

4 Likes

:frowning: Still much to be expected, hopefully all of it can be addressed before its released to game servers.

  1. BillboardGuis AlwaysOnTop does not show on top of the rendered frame
  2. Rendered frame stretches image as @Maximum_ADHD mentioned above

Other than that, this is already so much better than the FFlag release a few weeks ago!

8 Likes

Each ViewportFrame will create a texture that costs 32 bits per pixel.

And it will also need one or two shared framebuffers depending on anti-aliasing level. For example, if a ViewportFrame is 200x200 and 4x MSAA is enabled, it will also use a 64bpp framebuffer and a 4x64bpp MSAA framebuffer with size 256x256. If no MSAA is enabled, only a 64bpp framebuffer will be used. These framebuffers are shared by all ViewportFrames sized from 129 to 256.

So for 10 ViewportFrames with size 200x200 and 4x MSAA, main memory cost will be:
(200x200x32x10 bits = 1.6MB) + (256x256x64x5 bits = 2.6MB) = 4.2MB

21 Likes

Much appreciated, to add to examples of use cases, here is a 3d map on the bottom left of the video, it’s just a flat cylinder and small parts to represent the 3d space relative to the ship

https://cdn.discordapp.com/attachments/292077105733435402/518152068800839691/2018-11-30_15-27-54.mp4

50 Likes

I don’t quite understand problem 1. The rendering order behavior should be the same with other GuiObjects.
What’s your GUI structure?

2 Likes

This is in PlayerGui

image

Video if it helps:
https://i.gyazo.com/24b9deeadf770c0b076d82df8be88d97.mp4

18 Likes

Currently ViewportFrame doesn’t support rendering GUIs inside. This feature won’t be added rencently. You can make it by moving those lables into ScreenGuis.

The stretching problem should be addressed in next week’s release.

10 Likes

I screwed up the last screen grab,

The attachments model during run time is in the menu gui, the ViewportFrame is in a frame under the menu as well but the attachments model is not in the ViewportFrame. So the issue is still that BillboardGui don’t render over the ViewportFrame, in my instance at least.

image

image

2 Likes

The size limit should be higher, like 2048x2048 pixels.

1024x1024 size limit is not enough for in game character customization screen using viewport frames.
1024x1024 is is not enough for those who have 4k computer monitors.

2048x2048 pixels is plenty.

9 Likes

woo! Now we can finally do stuff like this! (Something I’ve always wanted this for)
May be too ambitious lol I should probably just wait for multiple camera support

16 Likes

SWAT 4 for the win!

1 Like

Might have to wait on that until Roblox adds in camera to screen support. :stuck_out_tongue:

The thing that Source games use to render things displayed on a TV.

2 Likes

Fantastic update!

I’m considering using ViewportFrames to avoid guns clipping in first person whenever this feature is live for games & lighting is supported for ViewportFrames (and in general when my Universe isn’t returning a 500 Server Error.) Everything looks great so far though!

Also discovered this by accident: 3D Skyboxes possibly?

14 Likes

I really like the idea behind the ViewportFrame. I think it’s really useful and removes the time of having to take pictures of objects and upload them as a decal. However, one feature I’m really hoping for is the ability to render a camera’s viewport on a UI during runtime. For example, in my theatre group I’d like to be able to display the stage from the audience view for the stage crew on a SurfaceGui. Another example would be security cameras for our security team. Both of these would be really useful, and I hope they get considered.

9 Likes