TixPile
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| Joined: 25 Jun 2013 |
| Total Posts: 7310 |
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| 12 Jan 2015 11:11 AM |
| "Reflectance" should also apply for reflections of parts in front of it. |
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Ulrond
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| Joined: 23 Jun 2011 |
| Total Posts: 11962 |
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| 12 Jan 2015 03:04 PM |
| Support, but I can understand why Roblox won't do it. Can you imagine the resources required for something like that? |
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Ulrond
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| Joined: 23 Jun 2011 |
| Total Posts: 11962 |
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| 12 Jan 2015 03:05 PM |
@Unseen
Mate, a lot of time, effort and money goes into every tiny thing and every big thing. What is your point? |
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| 12 Jan 2015 03:06 PM |
I'm no ROBLOX developer, I don't know how much it would take
support |
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| 12 Jan 2015 03:10 PM |
@Ulrond
My point is that many users of Roblox already struggle to run large maps at an acceptable frame rate and responsive rate, therefore it doesn't make sense to add more features that are going to continue to use up more local resources on a users computer. |
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TC8950
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| Joined: 09 May 2010 |
| Total Posts: 4925 |
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| 12 Jan 2015 03:25 PM |
I agree with unseendanger.
The reflections would have to be real-time since Roblox's game engine highly relies on physics and moving parts. If this were to be added, I think it should be the (user) developer's choice on what parts use a real time reflection.
Or maybe they could program it for static reflections, that would only reflect anchored parts which would save alot more memory. Right now it only has a semi-static reflection of the sky - with the exception of the reflection changing with the sky. |
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