ShokwavJoin Date: 2008-08-16 Post Count: 9263 |
A Nintendo 64 runs at 67.32 fps max, while ROBLOX only runs at 30 frames max- why? Why is ROBLOX so slow? Is it just ogre? |
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You try making a block building game that allows for scripting and thousands of moving parts and online multiplayer, and then tell me how successful you are at making it go above 30 FPS. |
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ShokwavJoin Date: 2008-08-16 Post Count: 9263 |
Get out, this has nothing to do with me making anything. I have the privilege to ask questions. |
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ShokwavJoin Date: 2008-08-16 Post Count: 9263 |
@xSix: I measured the fps in solo. |
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I imagine that Roblox simply don't have the engineers to make it worth rewriting all their inefficient code. The source code for Roblox is lengthy thus it would take a significantly large amount of time to go through and rewrite - for example - the entire physics engine. Time which would be much better spent on developing more features for the game. |
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"Get out, this has nothing to do with me making anything. I have the privilege to ask questions. "
Excuse me for being so rude, and let me simply waltz out as though nothing happened.
But seriously, please don't be so rude. I answered your question with a simple response, and I'm sorry if you read it rude, but I had no rude intentions at all. |
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idontknoJoin Date: 2007-12-23 Post Count: 2345 |
this doesnt really have anything to do with scripting anyway... |
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Aaaboy97Join Date: 2009-04-05 Post Count: 6612 |
M1n3cr4f7 runs at over 1,000 FPS if you're on a good computer. |
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Aaaboy97Join Date: 2009-04-05 Post Count: 6612 |
While ingame, press Ctrl + F1, it opens up a statistics panel. |
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Because:
for physics:
-twice physics fps means twice physics lag
-you wouldnt notice the physics fps speedup because the physics replication cant keep up with the ratez...
for graphics:
-Roblox wants their game to be able to run on graphics cards from year 1980
for scripts:
-If they were faster or slower they wouldnt be synced with the physics wich would make problemz |
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LPGhatguyForum ModeratorJoin Date: 2008-06-27 Post Count: 4725 |
@Radioaktiivinen
For physics:
Twice physics means HALF physics lag.
You WOULD notice the difference, because it would be more efficient!
For graphics:
Making their coding more efficient would make it MORE ABLE to run on a 1980 computer with no graphics card, though that's unlikely.
For scripts:
You don't want them to be synced with the physics, theoretically it would make better use of the processor, and why does that matter? You'd want the physics to update after you make changes using the script. |
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EmessJoin Date: 2010-04-01 Post Count: 13331 |
I really don't understand. Add like... 10k bricks and you lag through the game. It should be able to withstand 100k bricks at the minimum. |
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XlegoXJoin Date: 2008-06-16 Post Count: 14955 |
Because of scripting being as flexible as it is.
It's really hard to make optimizations to increase the speed of stuff when scripts can jump in an edit pretty much anything at any time.
Many optimizations would definitely cause the game to run far far slower than it does now in some cases where the optimizations "fight" with what people's scripts are trying to do.
The bottom line is it's impossible for the game engine to determine what kind of game a person is trying to make, and what types of things they're going to do to make that type of thing.
Dedicated games like you're talking about can run way faster because the game maker know exactly what they're going to be doing, and can make the engine with all of those assumptions in mind. |
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"
For physics:
Twice physics means HALF physics lag.
You WOULD notice the difference, because it would be more efficient!
"
wat? o.e
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NVIJoin Date: 2009-01-11 Post Count: 4744 |
If you have a 0.01ms slow-down for every ten bricks you add (very generous, it's probably much more than this), and you're trying to achieve 30fps (so you have 33ms to calculate things per frame), then you're getting a 10ms slow-down at 10k bricks. Now, keep in mind that you also have to process input, play sounds, render everything, render effects, do multiplayer-related stuff, that 33ms looks real small.
If you seriously think you can make a game that can process 100k bricks per frame, then you're insane and just... stupid.
Please, do some math before you throw around uneducated assumptions. My math here is probably totally wrong, but it still makes a good point. |
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F3 is the stat panel, I haz 11-15 fps on tiny render distance... Well, what can you expect from a netbook? |
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oysi93Join Date: 2008-04-27 Post Count: 12469 |
I'm in mine craft with 200+ fps. =3
Though mine craft kinda only has 1D physics,
while Roblox has 3D. =O
But as xLEGOx said, it's because with roblox you can make anything.
Though considering the poor fps, I think roblox should unlock a few
functions, don't you? |
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ShokwavJoin Date: 2008-08-16 Post Count: 9263 |
What's the point of allowing them to run on early 1990s and before computers? Those computers can barely handle IE, let alone a game like this. And I will try running some N64 tests with the SM 64 engine. |
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@N3 the game shouldn't render more bricks then what is in the players sight. The game can update the physics of all the bricks without rendering them. |
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XlegoXJoin Date: 2008-06-16 Post Count: 14955 |
" the game shouldn't render more bricks then what is in the players sight."
Do you have any idea how slow it would be if it did render all the bricks?
If there's anything it does do it's frustum culling (not drawing things outside of the code of map that your camera is viewing). |
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Could you use frustum coding on roblox, I mean are they compatable? |
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*Frustum Culling -Excuse my typo. |
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