#💬 hiddenkaiserʹs Feedback
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Splash particles are WIP
More technical info:
- Vertices are extremely sparse far away, but detailed up close.
- Vertices render in different FPS's to increase performance (farthest out is 4 fps)
- Ocean center moves with you while preserving features
editable mesh, otherwise I wouldn’t be able to use LOD
how do you get around the memory limits
you mean the 2048 size limit?
no
the memory limit
on editablemeshes
for clients
it limits the amount of editablemeshes you can have
whats the 2048 limit ??
2048 studs across
high quality in the middle, low quality outside. LOD
its a detail gradient
right now no
nope not reached it
well how did you solve this 2048 issue
i havent yet
incredibl
hows performance looking with it
move one around in the direction of the camera
my school laptop hasnt stuttered at all
which is pretty impressive
but its multiple waves stacked on each other
and how did you do that
easier said then done
from my knowledge wave tiling is a long lasting issue
for all sorts of games
I’m tempted to keep it a trade secret but I could tell you
ok do it
i follow the line and rotate direction back and forth by a sine wave, but its slightly dominant in one axis
follow what line
the wave line
oh
perpendicular to direction
ok ty
you gonna steal it now
gta 5 water physics feels like good job
Added occlusion which improves performance by ~2.9x @torn scroll
I also made the movement look more realistic
how are you adding occulsion culling
Since the water is centered around the camera, I can literally just do a comparison check with grid position instead and knock off an entire row.
what do you mean by this
Oh I just set the vertices to below their current position at like 1 fps
but the performance heavy part is the stacked gerstner wave calculations
whats your fps in this video
im not sure if its the one lagging or the ocean
its taken from gyazo so take it’s fps with a grain of salt
i’ll record a video with a fps counter up
I def need to add multithreading due to the set position
90% of the runtime is taken up by it
ouch
and of course roblox didn't add my suggestion to add bulkmoveto for vertices