|
| 31 Mar 2013 01:04 PM |
We all know, hopefully, that there are numerous ways to reduce lag in your Roblox game; however, could Roblox add any features to allow us to reduce lag from data-intensive scripts and loads of parts? Reply with anything you can think of.
Also, here's a riddle: Two fathers and two sons walk into a pet store. Each of them gets a pet -- they walk out of the pet store with three dogs. How is this possible? |
|
|
| Report Abuse |
|
|
|
| 31 Mar 2013 01:06 PM |
Answer to yo ridowl:
A GrandFATHER, A Father, and A Son all walk out with a dog. 3 dogs! |
|
|
| Report Abuse |
|
|
|
| 31 Mar 2013 01:10 PM |
Script lag reduction - allow users to set the priority of scripts. Say a plane was spawning, and it needed to use a lot of processing power for no reason. If the priority on that script was high, and you had a bunch of color-changing doors that had a low priority, the ship would spawn and cut off the color-changing doors from changing colors for the short time that the ship spawned for. That way the server wouldn't be trying to do all of that at once.
Brick lag reduction - ghost parts. Add an instance that is like a part, but renders no collisions. For example, let's say I have a normal, flat wall. I decorate it with 1000 parts for no reason at all. That wall now has to render collisions for those 1001 parts for new collisions, and the wasteful collisions that are already happening between each of those 1001 parts. If you replace those 1000 parts with ghost parts, you just made a really cool-looking wall that doesn't lag at all due to collisions. |
|
|
| Report Abuse |
|
|
| |
|
|
| 31 Mar 2013 01:38 PM |
| Amen. My terrain generation script lags horridly. |
|
|
| Report Abuse |
|
|
UnAdmin
|
  |
| Joined: 10 Jul 2012 |
| Total Posts: 4706 |
|
|
| 31 Mar 2013 01:45 PM |
I don't get lag This thread is pointless. |
|
|
| Report Abuse |
|
|
|
| 01 Apr 2013 02:43 PM |
| @UnAdmin: Put, or attempt to, 1000 zombies in a game and then test it. This isn't solely to help people with a 1 Mbps internet connection, but rather to reduce the toll taken on the server. I guess it really wouldn't be called reducing lag, but rather reducing processing power required server-side. |
|
|
| Report Abuse |
|
|
UnAdmin
|
  |
| Joined: 10 Jul 2012 |
| Total Posts: 4706 |
|
|
| 01 Apr 2013 03:42 PM |
| I would never have 1000 zombies in 1 server. That's ridicule. |
|
|
| Report Abuse |
|
|
|
| 01 Apr 2013 05:54 PM |
| That was just an over-exaggerated example. If you want a more realistic example, try numerous players in a small area jumping around each with a 100 part gun -- that's a common sight at group raids. Anyway, if you don't experience lag, good for you; other people do, so please respect that. |
|
|
| Report Abuse |
|
|
j1my3p1x
|
  |
| Joined: 16 Jan 2010 |
| Total Posts: 978 |
|
|
| 02 Apr 2013 03:26 PM |
@Echo
1mbit connection won't lag. What game do you know uses that much data? The most I can get when monitoring roblox's in and out is 48 kb in. And that was in a not so laggy game. In a laggy game, you'll be getting a lot less in because they server takes a long time to get it's information out. |
|
|
| Report Abuse |
|
|
|
| 02 Apr 2013 04:17 PM |
To reduce lag, they could make a slider for draw distance
The answer to your riddle makes no sense whatsoever
Just like this: Two mothers and two daughters went out to eat, everyone ate one burger, yet only three burgers were eaten in all. How is this possible? They were a grandmother, mother and daughter.
"Everyone" ate one burger, yet only three burgers were eaten in all. If four people ate a burger, that means four burgers were eaten! |
|
|
| Report Abuse |
|
|
|
| 02 Apr 2013 04:46 PM |
1000 zombies is just about 5000 parts.
Oh, and, reported for spam. |
|
|
| Report Abuse |
|
|
nairod7
|
  |
| Joined: 26 Mar 2010 |
| Total Posts: 869 |
|
|
| 02 Apr 2013 04:48 PM |
| Reduce your graphic quality for now? |
|
|
| Report Abuse |
|
|
1waffle1
|
  |
| Joined: 16 Oct 2007 |
| Total Posts: 16381 |
|
|
| 02 Apr 2013 05:17 PM |
"two fathers" "two sons" > four people
solution: the sons were conjoined and shared a digestive system. |
|
|
| Report Abuse |
|
|
1waffle1
|
  |
| Joined: 16 Oct 2007 |
| Total Posts: 16381 |
|
|
| 02 Apr 2013 05:18 PM |
which is relevant to the second problem and irrelevant to the first.
"two sons" > two people
no solution |
|
|
| Report Abuse |
|
|
Aerideyn
|
  |
| Joined: 16 Jan 2010 |
| Total Posts: 1882 |
|
|
| 02 Apr 2013 05:38 PM |
@ the above confusion on the answer.. Because the father is both a son of the grandfather and a father of his son.
Bob = The grandfather Bill = Bob's son Fred = Bill's son
Father1 = Bob (father of Bill) Father2 = Bill (father of Fred)
Easy enough so far..
Son 1 = Bill (son of Bob) Son 2 = Fred (son of Bill)
Still only 3 People - so only 3 pets. |
|
|
| Report Abuse |
|
|
1waffle1
|
  |
| Joined: 16 Oct 2007 |
| Total Posts: 16381 |
|
|
| 02 Apr 2013 05:40 PM |
Then the question is incomplete.
"Two fathers, two sons, a grandfather and a grandson ..." would be the complete question. |
|
|
| Report Abuse |
|
|
|
| 02 Apr 2013 05:45 PM |
But the question states it's 4 people not "Two fathers, two sons, a grandfather and a grandson ..." as Waffle said.
Oh, and, reported for spam. |
|
|
| Report Abuse |
|
|
|
| 02 Apr 2013 06:47 PM |
| Okay nevermind I understand it now |
|
|
| Report Abuse |
|
|
|
| 02 Apr 2013 08:06 PM |
@1waffle1: It never says four people. Two fathers and two sons -- Aerideyn explained it perfectly.
@tested: The rapid updating of the player-finding portion of the zombie script is what causes the lag. Generally, each one updates with just a wait()... Pretty stuipd, but people still do it.
@j1my3p1x: I don't(usually) lag at any games. My concern is when I'm trying to show people one of my places, like Everflow College, and they're complaining about lag with 20,000 parts. With the ghost parts I mentioned earlier, I could make the "lag" next to nothing. The same thing goes with the scripts. One real example is when I was making my Metroid place. The boss, in test mode, consists of at least 200 parts. Each part is welded to "joints" like the shoulders, etc, and those joint welds are updating constantly. I also happen to have forcefields in the area that update their texture to make it look like energy is flowing through the fields. I would love to be able to set those to low priority to give the boss moving scripts more processing power if needed. And after this tl;dr worthy paragraph(s), I'll repeat that when I say "lag," I don't really mean internet lag, but rather processing power -- my bad for misnaming the topic. |
|
|
| Report Abuse |
|
|
|
| 02 Apr 2013 08:45 PM |
You never said they were moving.
Oh, and, reported for spam. |
|
|
| Report Abuse |
|
|
|
| 02 Apr 2013 08:51 PM |
@Riddle: One of them got a cat.
-God Bless- |
|
|
| Report Abuse |
|
|
|
| 02 Apr 2013 09:03 PM |
| @tested: I was assuming that you would assume that it would be a general zombie that followed you. |
|
|
| Report Abuse |
|
|
mpkenn09
|
  |
| Joined: 02 Mar 2011 |
| Total Posts: 20 |
|
|
| 03 Apr 2013 03:59 PM |
| I really like EchoReaper's idea on script and brick lag reduction. The building one will help me make non-laggy buildings. |
|
|
| Report Abuse |
|
|
nate890
|
  |
| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
|
|
| 03 Apr 2013 04:35 PM |
| If you're making a brick house, use decals. There's my advice. |
|
|
| Report Abuse |
|
|