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Re: RenderStepped

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IoIiderp is not online. IoIiderp
Joined: 05 Feb 2012
Total Posts: 8613
01 Mar 2015 02:56 PM
Is it just a way to use while wait() do without lag?
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
01 Mar 2015 02:56 PM
It runs code just before each render done by the Roblox client.
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JarodOfOrbiter is not online. JarodOfOrbiter
Joined: 17 Feb 2011
Total Posts: 20029
01 Mar 2015 02:57 PM
No. wait() can run up to 30 FPS, which is the physics engine speed. RenderStepped goes at about 60 FPS, which is the rendering engine speed. Well, it goes every render frame, which can be upwards of 60 FPS.
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IoIiderp is not online. IoIiderp
Joined: 05 Feb 2012
Total Posts: 8613
01 Mar 2015 02:57 PM
Thanks, but does it also lag?
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IoIiderp is not online. IoIiderp
Joined: 05 Feb 2012
Total Posts: 8613
01 Mar 2015 02:58 PM
Alright so you basicly have like one big while true do loop where the wait() depends on your computer performance and it does lag the same like while wait() do?
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
01 Mar 2015 02:58 PM
Lag is a bad term. Asking if something lags could mean so many different things.
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
01 Mar 2015 02:59 PM
while wait() do should never lag. Doing something 30 times per second is NOTHING to a computer's processor.
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JarodOfOrbiter is not online. JarodOfOrbiter
Joined: 17 Feb 2011
Total Posts: 20029
01 Mar 2015 02:59 PM
There should be a sticky post about this (not really)

Lag depends mostly on what you are DOING with it. If you are trying to recalculate a path with PathfindingService 60 times per second, it is going to lag. If you display a message to the output 60 times per second, it won't lag as much.
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JarodOfOrbiter is not online. JarodOfOrbiter
Joined: 17 Feb 2011
Total Posts: 20029
01 Mar 2015 03:00 PM
Prehistoricman, I don't like you. :(
Stop posting before I can. :(

Oh well, supposedly you disliked me in the first place, so whatever.
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IoIiderp is not online. IoIiderp
Joined: 05 Feb 2012
Total Posts: 8613
01 Mar 2015 03:02 PM
Alright so is it less or more lag then a while wait() do?
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JarodOfOrbiter is not online. JarodOfOrbiter
Joined: 17 Feb 2011
Total Posts: 20029
01 Mar 2015 03:06 PM
Potentially more lag, but if there was more lag it would also lag less, since the lag slows down your rendering, and it only happens when you get a render.


Okay, I have a question. If my game renders at 120 FPS, that does nothing for me since my screen refreshes at 60 Hz, right?
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
01 Mar 2015 03:07 PM
'Oh well, supposedly you disliked me in the first place, so whatever.'

What?
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JarodOfOrbiter is not online. JarodOfOrbiter
Joined: 17 Feb 2011
Total Posts: 20029
01 Mar 2015 03:08 PM
Idk, Vege said you got frustrated with me at a script builder (ages ago of course).
Since my post was relevant to this, I decided to ask you about that, since I don't remember. :\
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
01 Mar 2015 03:09 PM
Nope, don't remember a thing. Last time I visited a script builder was loooong ago.
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JarodOfOrbiter is not online. JarodOfOrbiter
Joined: 17 Feb 2011
Total Posts: 20029
01 Mar 2015 03:10 PM
Exactly.
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LucasLua is not online. LucasLua
Joined: 18 Jun 2008
Total Posts: 7386
01 Mar 2015 03:11 PM
How fast you see something and how fast the computer thinks about it are two different things. For example, your monitor would only refresh 60 times a second but animations in the game would have 120 iterations per second - making them much smoother than say 15 seconds.
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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
01 Mar 2015 03:11 PM
'No. wait() can run up to 30 FPS, which is the physics engine speed. RenderStepped goes at about 60 FPS, which is the rendering engine speed. Well, it goes every render frame, which can be upwards of 60 FPS.'
No, the physics engine runs at 60 FPS since a long time ago
(http://blog.roblox.com/2013/09/synchronizing-physics-and-rendering-at-a-smooth-60-fps/)

And wait itself is not limited by the physics or rendering speed.
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JarodOfOrbiter is not online. JarodOfOrbiter
Joined: 17 Feb 2011
Total Posts: 20029
01 Mar 2015 03:14 PM
Wait, really? Wow. I forgot that, and people have said it ran at 30, and of course, I never know anything unless I hear it on the forum. :P
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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
01 Mar 2015 03:16 PM
The more you know :)
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LucasLua is not online. LucasLua
Joined: 18 Jun 2008
Total Posts: 7386
01 Mar 2015 03:19 PM
If you've ever done any multi-threading in software before you should understand parallelism. Each Lua script runs in its own thread, and can create new threads with events and coroutines. Like other languages and environments have thread.sleep, calling wait() will make the thread sleep for that amount of time.
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