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| 08 Nov 2016 02:19 AM |
Made a game where you blow up high part count creations, how to de-lag
EVERYONE HAIL TO THE PUMPKIN SONG |
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| 08 Nov 2016 04:05 AM |
Use the microprofiler.
if you cant understand it, bless you.
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HlCOM
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| Joined: 29 Mar 2009 |
| Total Posts: 3332 |
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| 08 Nov 2016 09:15 AM |
| tell the users to get better computers |
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| 08 Nov 2016 09:27 AM |
"de-lagging" is a myth. You can't "properly" delag a roblox game.
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| 08 Nov 2016 10:07 AM |
iN THE GAME, GALLEONS, wINGS EXPLAINS TO OVERCOME THE PROBLEM, he made the ships out of larger parts, then would switch-out a the larger for a bunch of little ones, after the enough "damage" had been reached.
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2JJ1
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| Joined: 15 Mar 2012 |
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he_ro
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| Joined: 08 Jun 2013 |
| Total Posts: 634 |
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| 08 Nov 2016 10:10 AM |
You could remove half the parts that get destroyed?
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| 08 Nov 2016 10:35 AM |
| you can maybe make, instead of parts falling off you can just remove them when they get destroyed. (Make sure to add particles for cool effects!) |
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| 08 Nov 2016 04:24 PM |
The entire appeal of the game is watching the pieces break apart and fly off, the lag is server-side. I understand what Wingman did here but that also wouldn't work, I'm currently toying with the particle emmiters thing to delag it a bit but if I remove the fluff from the inside of the model it just loses impact.
EVERYONE HAIL TO THE PUMPKIN SONG |
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| 08 Nov 2016 04:58 PM |
delagging has to do with client to server to client replication and with FE enabled just server to client replication server being the massive 'ill slow ur game' |
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DevVince
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| Joined: 08 Nov 2008 |
| Total Posts: 9245 |
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| 08 Nov 2016 05:03 PM |
| Don't use Roblox's explosions, make custom ones. Ta-da! 90% or more of the lag will be gone. =] |
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| 09 Nov 2016 10:08 AM |
if you don't want parts to remove when they get destroyed... make that once a part fell off it will despawn in 5 seconds. maybe this will help. |
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