#Using frames whole potential

1 messages · Page 1 of 1 (latest)

solemn night
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So I gonna create ton of instances
Question is, how would I make it not drop fps

Limiting code under heartbeat to run for 5ms still crashes

remote bluff
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a ton as in

solemn night
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Idrk just many

remote bluff
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make the parts disappear after a while

prime solar
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why do you need that many instances?

solemn night
prime solar
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optimize it to create as litle parts as possible, and then pool them

solemn night
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But that's not the point

solemn night
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How would I constantly create them without dropping fps

oblique hamlet
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the point of pooling is that you don't need to constantly create parts

solemn night
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U gonna create them

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To fill loaded terrain

oblique hamlet
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you just don't load terrain until the cache is full (load screen), you can limit the cache to 100 parts per frame or so which shouldn't cause any big fps drops

solemn night
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Is that rlyyy best method tho

prime solar
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depends on your terrain whoknows

oblique hamlet
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^

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you can also adaptively yield

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voxel terrain + greedy meshing is usually relatively low partcount-wise

solemn night
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Imagine i wanna spawn as much as possible partd

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Without server dying

prime solar
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LODs

oblique hamlet
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you can also send the terrdata in a buffer and have the clients handle the parts

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this reduces server strain, though you would need some extra checks

solemn night
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I want it on server

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Just

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Stop going to diff thing's

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I wanna see if there's better way then fixed amount then task.wait

prime solar
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why do you care about FPS drops on the server cat

oblique hamlet
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there are a few more advanced methods as well, but not really necessary unless you plan on having high resolution/large scale

solemn night
solemn night
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Aaaa

oblique hamlet
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it does.

solemn night
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Kills my studio

oblique hamlet
solemn night
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Of each frame

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Then stop

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And wait untill next

oblique hamlet
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that doesn't answer my question

solemn night
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Luau runner

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I mean it runs for 5ms

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Then stops

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So 5/16ms

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Rest is empty

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Turns out I may or may not have forgotten to anchor

oblique hamlet
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this will still lag though, you'll need to set the cframe to math.huge so it's not rendered

solemn night
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I was just trying for terrain gen

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Without pool as pure test

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Of instance new amount without death of server

oblique hamlet
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it's not necessarily because of instance creation

solemn night
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Even on server?

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Like

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I spawn stuff visible to everyone

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Ik replication might lag it

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For pooling it's ofc gonna be way farther away

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But for visual parts

oblique hamlet
solemn night
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Cuz without anchored

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It was doing 600 parts print then crashing basically

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Now I get 300 without crash cuz anchored

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How did it manage to do more

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Also did amount of physics part kill it, or bc it was all in single place making collisions nightmare