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| 31 Aug 2011 05:57 PM |
| Just out of curiosity, has the Terrain Generator in your tests caused lag in slower systems? How will it affect the site wide problem of lag with too many bricks in a server. I still to this date experience terrible lag in servers with more than 13,000 bricks, and if your new Terrain Generator is capable of creating millions of bricks that has to raise the stress on the system much more, no? If not how is the efficiency of the Terrain different than just normal bricks? |
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| 31 Aug 2011 07:09 PM |
The terrain acts as one large mesh, in a way, except each brick is editable. I dunno.
~f٥гﻉ√ﻉг™~ |
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Slurppums
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| Joined: 18 Sep 2010 |
| Total Posts: 3531 |
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| 31 Aug 2011 08:19 PM |
| If you watched the news video, there will be less lag than expected. |
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simcity18
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| Joined: 29 Jan 2011 |
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| 02 Sep 2011 12:27 AM |
Slower computers simply can't handle the work load of loading all the information. My desktop can't stand it, and it slowing down.
I m sure my awesome laptop would beast it, and I'm sure it would require much less workload then now, however slower system simply can't handle it, anyone telling you otherwise doesn't have their facts right. |
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sysmic
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| Joined: 19 Mar 2010 |
| Total Posts: 383 |
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| 03 Sep 2011 08:01 PM |
the terrain system features an automatic culling system so everything adjusts to what your computer can handle.
~The post above me is RObbish, The post below me is RObbish~ |
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eagle0213
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| Joined: 07 Aug 2008 |
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| 03 Sep 2011 09:42 PM |
| I watched the video. It shouldn't be bad at all. Unfortunately, 100 players+16 million parts isn't go down so well with my already over-clocked netbook >.< I've noticed that computers load large parts better than individual small ones (did some testing with 3 computers) so if this terrain can be loaded as a large part but act like individuals without being a psuedo part (computers are smart enough to tell) then this would be AMAZING. |
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| 04 Sep 2011 02:50 AM |
| Culling can only do so much, it is still more demanding on the CPU then without, and computer that can run things just barley won't be able to handle it. I've tried. |
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jmd308
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| Joined: 01 May 2009 |
| Total Posts: 1163 |
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| 04 Sep 2011 08:03 PM |
| The gametest version of terrain was fine for me, and I'm playing on a laptop with only 1.75 GB of usable RAM. |
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| 04 Sep 2011 08:48 PM |
The blocks not visible HAVE to be unrendered. I think. Otherwise, how do 7m blocks not lag? |
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| 04 Sep 2011 11:15 PM |
| Separate parts aren't defined, therefor rendering is no problem, though when a mass explosion is to occur, Many parts would fly, then causing lag. |
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| 05 Sep 2011 01:25 AM |
Actually lots of surfaces are drawn, rendering is a big problem for slower systems still. Every change in elevation (or rather surface angle) is a new surface.
An example is if it was one large area where it was just a stretched out version of a 2d elevation plane as shown below, it would draw a number of surfaces.
000000__000 00000 /00 \__ 0000_/ 00000 \__ |0000000
That alone is 9 surfaces. And that's only using an elongated 2d model, it becomes quite a bit more quite fast in 3d depth fields.
As I said, slower computers simply wont be able to handle it, if you have trouble running a good number of places now, it will cause problems for you.
Moderate computers will have no problem for sure, but people tend to think "Because ROBLOX said it won't lag because it auto adjusts" means it is some magical fix, it's not. Every surface rendered adds to stress, and although cutting down on many of what would need to be rendered, it does not stop a mass amount still being there. |
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| 05 Sep 2011 11:13 AM |
| I suggest turn bevels off, then only one part would be defined...... It would look like a mesh. Now, if your computer has problems rendering meshes, you're screwed. |
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| 07 Sep 2011 05:28 PM |
| lol we'll see how it will turn out |
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xSmallTee
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| Joined: 15 Aug 2009 |
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| 07 Sep 2011 05:29 PM |
The computer used in the Terrain Generator is probably some super computer. It doesn't lag at all...
┘dat fais :<┌ |
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afc9162
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| Joined: 25 Jun 2009 |
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| 07 Sep 2011 05:35 PM |
| I think they speed up the terrain gernation bit. |
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| 07 Sep 2011 06:10 PM |
| the generator isnt in my tool bar why? |
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| 07 Sep 2011 06:29 PM |
| I think Rolbox uses an Alienware desktop. On the YouTube video, the game rendered ambient shadows with no lag at all. Plus, on a slide, they showed a picture of blocks exploding out of an Alienware CPU. xD |
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| 07 Sep 2011 07:27 PM |
Theres like over 7 million block in TG. And it have no lag, because it acts like a mesh, not like a big quantity of blocks. |
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| 08 Sep 2011 10:36 AM |
It uses voxels. That means it's more like, as some people have said, a collideable mesh, but it's got to be repetetive, which is how voxels are faster than everything else- They're better at making repetetive things, such as terrain.
A lot of other people here have their facts wrong, as Tecmag said, but it also seems he has his facts wrong.
It should be perfectly fine on most systems, even cheaper ones, but if your graphics card or processor is realy bad the rendering would slow it down. The vast majority of systems should be able to run it perfectly fine.
In effect there's millions of parts In reality there's one (Ok they might split it into quarters or something but I doubt it). |
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Bergan
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| Joined: 23 Nov 2007 |
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| 08 Sep 2011 06:34 PM |
I have my facts quiet right, the DATA amount to create one might be quite small, and in comparison to OTHER methods.
As I said, compared to making this out of individual blocks, yea, it's way more effective. There is hands down no question because you are cutting millions of vertexes out of the drawing equation and limiting physics calculations a lot. However a large set of vertexes as such takes a decent amount of computing, both in physics and rendering.
I never said cheaper units couldn't handle it, I said slower units couldn't. A computer that has troubles with things now, adding in terrain to the many other blocks sure to be used in a place is a HUGE drag on the limited RAM.
As I said, it's not some HUGE drag in itself, but computers that have troubles now will certainly hate places that use large terrain. And based on how many people complain how much lag they get, I'd say a decent amount of people will face some problem with places that are giving them troubles.
I HAVE 2 slower computers (And a new, awesome, gaming laptop), and neither of those desktops in which would run ROBLOX with slight needs to optimize before (leaving out shadows, and taking away textures at a small distance from the player) will load and keep places using terrain running. They can only make the system itself add as little as possible to the current situation of demand, they can't make it smaller without full fledged replacing (although it does give the replacement of large maps for places that do so.) |
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| 09 Sep 2011 06:34 PM |
| I think I know why the terrain doesn't lag. It kind of works like the one from MC. It does not render blocks you can't see. |
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