MettaurSp
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| Joined: 20 Mar 2010 |
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| 14 Aug 2013 11:00 PM |
A lot of builders tend to use numerous parts in a small area for lots of detail, whether the object they are building is big or small. And even with featherweight parts, this may be a problem by resulting in lag. A lot of the time, the builder may not want the small detail to represent the collisions to prevent glitches like wall climbing, or walking on parts with the CanCollide off. And most often, the unnecessary collision detection passes may result in lag, so I came up with a simple solution to eliminate this problem: multiple meshes rendering per brick.
With a limit of one mesh rendering per brick, builders are forced to use multiple parts to create minor detail. And because of this, places with an excessive amount of parts can easily stack up on the memory usage and take away resources from other vital areas of the engine. One of the currently most impacted areas with this problem would be the physics engine, if the parts are clustered in a small area at high counts. By allowing multiple meshes to render per brick, the builder can easily build up the detail, and run a script or use a plugin to convert them into meshes of equivalent size and position in one single brick representing the collision area.
How this will help, is by reducing the amount of collisions a moving part, like a player's torso or a projectile, will be forced to calculate per frame. While not necessarily improving or worsening rendering performance directly, a lot of memory will be freed from the physics engine which can be used to boost the performance of other engines which can indirectly improve the rendering engine performance. The most common time that the physics engine draws memory away is when a high amount of fair sized bricks (such as bricks with the size 2x2x2) are clumped together and a moving part passes through the area where the numerous parts are, resources can be drawn away exponentially even if the moving part or the details have their CanCollide set to false.
This update will help boost the performance of the Roblox engine by diverting unneeded memory usage from the physics engine to other engines within the Roblox environment. It will also help many builders increase the detail of places while decreasing the need to watch the physics overload. Besides, what 3D game uses collisions for every single small detail on a map? As stated earlier in the thread, it wastes resources. Implement the rendering of multiple meshes per part. And as for the whole rotation problem I forgot to address earlier in the post: add a rotation offset based property to each mesh, and fix the current offset property in the SpecialMesh class.
Version for people thinking "TL;DR": Allowing multiple meshes to render per brick will reduce the load on the physics engine, freeing up memory for other engines and services. And to solve rotation problems with meshes, add a rotation offset based property to each mesh. And fix the current offset property of the SpecialMesh while you are at it.
If disagreeing, please state why with constructive criticism. |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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| 14 Aug 2013 11:27 PM |
| Gotta bump this so the mods see. And mods, increase the max characters on titles after the OP to 63 characters, so following posters don't have to edit the title to post. |
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are31
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| Joined: 09 Nov 2007 |
| Total Posts: 13767 |
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sassle12
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| Joined: 26 Sep 2009 |
| Total Posts: 2382 |
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| 15 Aug 2013 01:09 AM |
Support
Roblox needs better optimization.
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| 15 Aug 2013 01:18 AM |
| Um... You need to tell the Devs about this. A little too much geek talk for the community. |
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sassle12
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| Joined: 26 Sep 2009 |
| Total Posts: 2382 |
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| 15 Aug 2013 01:41 AM |
| ^Well excuuuuuuuuuuusssssseeeeeeeeeeee me! |
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| 15 Aug 2013 01:52 AM |
OWWWW Sorry, walked into a word wall |
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gohar99
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| Joined: 27 Feb 2009 |
| Total Posts: 1970 |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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| 15 Aug 2013 02:27 AM |
| Thanks for the support, it is hard to get a mod's attention when their pm inboxes are governed by bots. |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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| 15 Aug 2013 09:28 AM |
| T'would love to hear developer weigh in since we users are just speculating on the performance costs and rewards. |
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| 15 Aug 2013 09:47 AM |
| Oh, congratulations, you spaced it out. I was still too lazy to read the entire thing, an I'm no builder, but I guess I support? |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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| 15 Aug 2013 10:25 AM |
| This time I even included a TL;DR version o3o Gotta get mods to see this, and thanks for support. |
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sassle12
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| Joined: 26 Sep 2009 |
| Total Posts: 2382 |
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| 15 Aug 2013 10:26 AM |
| You can get a mod to read it. Just bump for a month. |
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maxomega3
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| Joined: 11 Jun 2010 |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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| 15 Aug 2013 10:52 AM |
| Thanks for the support, and I will try to keep it alive as long as I can until a mod does happen to read. |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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jcfc
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| Joined: 29 Sep 2008 |
| Total Posts: 1581 |
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| 15 Aug 2013 11:44 AM |
| This type of thing has been suggested for years, they don't listen to it. |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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| 15 Aug 2013 01:30 PM |
| Links to some threads please Jcfc. |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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| 15 Aug 2013 01:40 PM |
| I made a section for those who would say TL;DR. It is only like 5-ish lines long at the very end. |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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Misplace
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| Joined: 17 Aug 2011 |
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