What is StreamingMinRadius Within Workspace?

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I could not find an already created topic that discussed this concept.

I know that it has something to do with StreamingEnabled.

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With the radiuses in StreamingEnabled, they relate to the radius of the region to be loaded around the character.

The way streaming enabled works is that the map is loaded into segments. The server then decided what segments to replicate to the client. It decides this using the client’s character position and the radius values you provide.

The property Workspace.StreamingTargetRadius tells the engine the ideal radius of the region to be loaded. However, the region doesn’t have to be, and hardly is, exactly this value. It’s approximately that value.

However, the workspace.StreamingMinRadius tells the engine what the radius should never fall below. So, the larger the radius, the more of the game has to be loaded in at a time.

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Using mrfergie’s boat test place, the entire map is covered in terrain water. I decided to test out the value 20 for the StreamingMinRadius and the StreamingTargetRadius (just for experimentation), and I noticed that chunks that were previously rendered don’t “unload” when I am 20+ studs away.

How come those distant “chunks” don’t unload?

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Are you sure that that game is streamingEnabled? From the picture, it seems that a whole, rectangular map has been loaded and that the water is simply being created under the boat.

There was never a solution marked for that thread btw

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Ah, well those properties explain something.

The minimum property only says, well, the minimum. It does not mean that chunks over that size will be unloaded immediately.

Another thing is that sometimes, with smaller chunk sizes, the engine decides not to offload them. Remember that the target size is not a guarantee of size.

Usually, those two values are a lot bigger.

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But in this example, I am probably like 100 studs away from where I first started, and the chunks from my initial location are still rendered (While intending that I would only have a 20 stud radius +/- 10 studs)

The blog article says this:

So if you’re reaching the limitations of system memory in-game, the client will communicate to the server that parts need to stop coming in, and will begin dynamically removing parts

This suggests that parts only start to unload based on system hardware.

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No problem, happy to help

Please ignore this the 50 char limit is annoying…

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Please reference the updated documentation for streaming:

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