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| 27 Jul 2016 10:01 PM |
| Will the limit ever be removed or increased? 5k is very low for detailed objects, I usually end up breaking one model into multiple models each being 5k at most and Its annoying. Whats the point of the limit anyways? |
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| 27 Jul 2016 10:17 PM |
Because they know that people will abuse it, and Roblox isn't meant for really high-end machines. Not to mention the data increases with more and more info, and they're already being super lenient by allowing us to have an infinite amount of published places.
And this being Roblox, there also isn't a need for high detail. If you want high detail, you'd better move to something that supports high detail, a shader language, decent physics, and model rigging.
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Dominical
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| Joined: 04 Nov 2011 |
| Total Posts: 1303 |
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| 27 Jul 2016 10:17 PM |
Games use "low-poly" models. These models have low faces to avoid performance problems such as frame drops and lag. It's just how it works. I doubt they would ever raise it to anything much higher.
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| 27 Jul 2016 10:21 PM |
My old Laptop could barely handle 25k vertices in a variety of programs, and it ran Roblox pretty fast. I would hate to be unable to play games on Roblox because you decided that Roblox would look better with high-res meshes yet the usual super cheesy shading.
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| 27 Jul 2016 10:44 PM |
| It is faster to load multiple objects with low poly at different times than to load one large high poly object. |
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Kodran
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| Joined: 15 Aug 2013 |
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| 27 Jul 2016 10:46 PM |
| And where did you hear that one, may I ask? |
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| 27 Jul 2016 10:47 PM |
It is common sense.
Roblox does not load all of those meshes at the same exact time. Most of the time it is in an order. |
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Kodran
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| Joined: 15 Aug 2013 |
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| 27 Jul 2016 10:53 PM |
And thats... faster?
Obviously the reason for the limit is so they have to render less polys, it has nothing to do with splitting up your models to make it faster. |
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| 28 Jul 2016 02:23 PM |
| I mean, Ive used Unity many times in the past, and I was hoping to make some realistic games on here :/ |
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