Quenty
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| Joined: 03 Sep 2009 |
| Total Posts: 9316 |
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| 19 Apr 2012 09:31 PM |
Is activity really equal lag? Because I have a script doing 23% activity right now, and no lag. But when I go over to a simple rotation thing w/ CFrame using 6% activity, I get lag.
Also, I expect the activity to go up, since I'm doing 1/3 of what I was planning on doing. (I'm constantly rendering and destroying polygons).
What would you suggest?
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NVI
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| Joined: 11 Jan 2009 |
| Total Posts: 4744 |
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| 19 Apr 2012 09:39 PM |
| Um, I think you answered this yourself, activity != lag. Lag is really dependent on what you're actually doing. It also doesn't help that Roblox has inherently asynchronous scripts. Also, the whole CFrame system is incredibly inefficient. You'd be surprised - orthogonalization of a matrix isn't the fastest algorithm ever and they perform it on every CFrame to make sure parts don't get sheared visually. |
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| 20 Apr 2012 06:15 AM |
Your script might not lag because some of the stuff might be done C-side or something.
And if youre going to cframe multiple parts every frame, make sure its local. Because normal bodies in roblox probably replicate only a single cframe (cframe for the body), while doing it manually replicates it for each part which lags a lot. |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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| 20 Apr 2012 11:29 AM |
When you're talking percentages, you can't say anything for sure.
75% of the cars in a car park might be white, but that doesn't mean there's a lot of white cars. There might only be 3. Hell, there could be 3/4 of one and a quarter of a red car!
Or 750 white cars! :O |
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