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Hi! I've spent some time searching but haven't found anything specific or only comments from siders. I'm not sure if this is the ideal section for this question and I don't want to waste a lot of your time, you have a lot of work to do, but I feel I need to clarify this to get a more or less reliable answer from any official person.
⚠️If you are critically short on time, only scroll down to the "Main Question" and "Secondary Question" section!⚠️
🔸Depre💔ssion🔸(04/29)
There should have been a sad text here, about the first time I got the key and downloaded the platform and was disappointed in the fps. In the mode testbed > props, where the blue platform 10x10 meters and on it only a few crates and watermelons, when shooting a few watermelons into small slices as well as a couple of crates, fps was 0-10, in another mode where testing particles, was also around 0-20. In dead4left>deathmatch mod at the beginning was 40-60, after 3 minutes I got almost a slideshow 0-20. In game grug stable 0-40. In other mods similar situation. When I downloaded s&box, I had already heard that the optimization is still poorly tuned, but I did not think that so. To say that I was disappointed is nothing to say. Is it really going to be a real optimization, so bad fps 0-20?
🔸Hea💗ling🔸(30.04-01.05)
The next day I completely reinstalled s&box and noticed the 25mb update. And oh miracle, the fps increased dramatically. To date, I get ~stable 140 fps in dead2left (in the beginning, further from more zombies fps drops, which is probably logical), as well as in testbed > props now watermelons do not drop fps to zero, to a maximum of ~40, after which the particles of objects quickly disappear and fps is restored to 140. This is already much, much better. So my concerns are no longer the same as they were on the first day. And I still haven't figured out if the fps improvement was affected by the night update or my reinstallation..... (Although in the game grug for example I still have 0-20 / 0-50 fps. Laggy slideshow. =/) My specs: i7 8750h gtx1070 32gb. (It's true what they say, time is but a blink. It seemed like just yesterday in 17-18, it was a pre-top-end build and all games at max/ultra, and kaboom you're already even below the middle 🙃)
🔸Main Question🔸
*Generally I'm just interested in more specific information, will 5-10 year old systems (960/970/980/1060/1060/1070/1080) be supported at a decent level of fps no worse than CS2 on S2?
🔸Addendum to the main question (optional)🔸
I realize that everything is still just in development and will be changing. But as a future fan of yours and current complete newbie, I'm very interested in how much fps will eventually change, any specifics. Or are you not ready to predict that more specifically yet?
It seems to me for this platform to be great, it needs great online and to have great online you need to support older builds. I don't have enough development or optimization experience to predict this, and I haven't found an official answer.
I absolutely love your idea of creating this very promising platform and I will probably be a big fan of it. So I wish you nothing but the best in developing the platform and making it the most popular in the whole galaxy. But there are many nuances of what can go wrong, and personally for me the most important of them is fps, the second is whether the platform will be free or paid, if the second, then online in game modes will be meager, there will be more developers than players. What would happen to roblox if they made it paid? How many people would know about it?. Or make the platform temporarily paid, until the full final release, so that everyone can play/test/create for a small fee. Something like earlier access for patreon subscribers/fans to recoup some of the investment in development and fix most of the important bugs/issues. Then open up the platform to everyone for free to get more traffic.
🔸Secondary question🔸
Also if I'm not mistaken I heard somewhere that in the future it will be possible to create open-world worlds. That's why I'm so concerned, if the performance is so terrible on a 10x10 meter map, what will happen in more complex scenes and large worlds. Or s&box will not support open world? And if it does, what will be its limit? What is the current limit? 32768 units grid? Like in source1 CS:GO? VDC s&box (Characteristics>Available territory) and facepunch wiki FAQ "Level streaming is a work in progress feature." and "Theoretically, the map size in s&box is infinite. But realistically, most things break in some way beyond a certain point."
That's not really specific information. 🤒
I've gotten so bad at writing short, I hate myself for it. 🧨🤪
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Hi! I've spent some time searching but haven't found anything specific or only comments from siders. I'm not sure if this is the ideal section for this question and I don't want to waste a lot of your time, you have a lot of work to do, but I feel I need to clarify this to get a more or less reliable answer from any official person.
🔸Depre💔ssion🔸 (04/29)
There should have been a sad text here, about the first time I got the key and downloaded the platform and was disappointed in the fps. In the mode testbed > props, where the blue platform 10x10 meters and on it only a few crates and watermelons, when shooting a few watermelons into small slices as well as a couple of crates, fps was 0-10, in another mode where testing particles, was also around 0-20. In dead4left>deathmatch mod at the beginning was 40-60, after 3 minutes I got almost a slideshow 0-20. In game grug stable 0-40. In other mods similar situation. When I downloaded s&box, I had already heard that the optimization is still poorly tuned, but I did not think that so. To say that I was disappointed is nothing to say. Is it really going to be a real optimization, so bad fps 0-20?
🔸Hea💗ling🔸 (30.04-01.05)
The next day I completely reinstalled s&box and noticed the 25mb update. And oh miracle, the fps increased dramatically. To date, I get ~stable 140 fps in dead2left (in the beginning, further from more zombies fps drops, which is probably logical), as well as in testbed > props now watermelons do not drop fps to zero, to a maximum of ~40, after which the particles of objects quickly disappear and fps is restored to 140. This is already much, much better. So my concerns are no longer the same as they were on the first day. And I still haven't figured out if the fps improvement was affected by the night update or my reinstallation..... (Although in the game grug for example I still have 0-20 / 0-50 fps. Laggy slideshow. =/)
My specs: i7 8750h gtx1070 32gb. (It's true what they say, time is but a blink. It seemed like just yesterday in 17-18, it was a pre-top-end build and all games at max/ultra, and kaboom you're already even below the middle 🙃)
🔸Main Question🔸
*Generally I'm just interested in more specific information, will 5-10 year old systems (960/970/980/1060/1060/1070/1080) be supported at a decent level of fps no worse than CS2 on S2?
🔸Addendum to the main question (optional)🔸
I realize that everything is still just in development and will be changing. But as a future fan of yours and current complete newbie, I'm very interested in how much fps will eventually change, any specifics. Or are you not ready to predict that more specifically yet?
It seems to me for this platform to be great, it needs great online and to have great online you need to support older builds. I don't have enough development or optimization experience to predict this, and I haven't found an official answer.
I absolutely love your idea of creating this very promising platform and I will probably be a big fan of it. So I wish you nothing but the best in developing the platform and making it the most popular in the whole galaxy. But there are many nuances of what can go wrong, and personally for me the most important of them is fps, the second is whether the platform will be free or paid, if the second, then online in game modes will be meager, there will be more developers than players. What would happen to roblox if they made it paid? How many people would know about it?. Or make the platform temporarily paid, until the full final release, so that everyone can play/test/create for a small fee. Something like earlier access for patreon subscribers/fans to recoup some of the investment in development and fix most of the important bugs/issues. Then open up the platform to everyone for free to get more traffic.
🔸Secondary question🔸
Also if I'm not mistaken I heard somewhere that in the future it will be possible to create open-world worlds. That's why I'm so concerned, if the performance is so terrible on a 10x10 meter map, what will happen in more complex scenes and large worlds. Or s&box will not support open world? And if it does, what will be its limit? What is the current limit? 32768 units grid? Like in source1 CS:GO? VDC s&box (Characteristics>Available territory) and facepunch wiki FAQ "Level streaming is a work in progress feature." and "Theoretically, the map size in s&box is infinite. But realistically, most things break in some way beyond a certain point."
That's not really specific information. 🤒
I've gotten so bad at writing short, I hate myself for it. 🧨🤪Beta Was this translation helpful? Give feedback.
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