4/13/2024 0 Comments Lag switch download roblox![]() I’m honestly very surprised with this one. My FPS only dropped to 55, and quickly went back up to almost or exactly 60 FPS. ![]() While true do methods with CanCollide, CanQuery, and CanTouch set to off (Client). So, if 1000+ parts are moving server-side with almost no issues? Yeah, that’s pretty good. Yeah, and keep in mind this for the server. However, after a couple of seconds, my FPS was right back at 60 with no issues. While true do methods with CanCollide, CanQuery, and CanTouch set to off (Server). It made my character move slower for some odd reason. VectorForce (Client) The same as server-side. My only reason for not recommending this one is because the parts literally go at the speed of light if the force isn’t lowered. There is sadly no way to change the speed unless you change the force, and even still, you can’t make the numbers go too low or else your part won’t move at all. Other than that, a pretty good movement method. I kept my 60 FPS! I would say that jumping decreased it to 45, but I think that was just my computer. VectorForce (Server) This was pretty good and was just like AlignPosition. This is also a pretty solid way of moving parts. And it’d fix itself shortly after putting me back at 50 FPS. But even still, my FPS would only drop to 45, the least being 40. I kept my 60 FPS for the most part unless I looked in the direction of the parts. LinearVelocity (Client) This was slightly better than the server-side. My FPS dropped to 30, but when I looked in the direction of the parts or attempted to make my character jump, my FPS would drop to a horrible 20 FPS. LinearVelocity (Server) For the loop velocity version of AlignPosition, I was a little disappointed. It’s very hard to adjust the speed of it, but then again, it’s not for constant velocity now, is it?ĪlignPosition (Client) This was actually the exact same as the server-side method. This is a pretty good movement method my only complaint is the speed. Even looking in the direction of the parts didn’t drop my FPS. Occasionally, the FPS dropped to 50, but it wouldn’t stay that way for long. I only dropped to 20 because of such a large part number being spawned at the same time. However, when I looked in the direction of the parts, it dropped to 19 FPS before going back up to 30.ĪlignPosition (Server) Despite the bricks being pretty choppy, I maintained my 60 FPS. The results were actually good? The FPS only dropped to 50! I thought I actually found a really good method code-wise! And so far, I think that is the only somewhat good method code-wise. I expected it to be just like the for loop server-side/client-side, but no. While true do loop (Client) The results greatly surprised me. It’s like the for loop server-side, but way choppier. The FPS went straight to 20 and the entire thing was so displeasing to look at. While true do loop (Server) This was very choppy. It was flowing smoothly at first, but there was clearly an FPS nosedive and some choppy points. The exact same as RunService RenderStepped.įor loop (Server) This dropped my FPS all the way down to 20 and was a little choppy.įor loop (Client) This one was interesting. ![]() The exact same as RunService RenderStepped. Since it’s impossible to do it on the server, this method is definitely a bust and isn’t too great to use. My FPS dropped not to 30, not to 20, but nearly 10 FPS. Somehow this was worse compared to all of the other ones I’ve went through. This one actually greatly disappointed me. However, after a few parts were out of view, it went up to 40 unlike TweenService on both sides. This method is just like TweenService client-side and dropped my FPS down to 30. This method is just like TweenService server-side and dropped my FPS down to 20. ![]() I still had an awful 30 FPS versus the maximum 60 FPS. This method is just like the server method but can somewhat endure a bit more. I heavily don’t recommend using this method unless you’re just really fond of it. Using this method on my 1000 parts gave me a whopping 20 FPS. This method works well, but sadly not for parts in clumps. I have a list that contains over 20+ movement methods for how to keep your game running smoothly. Have you been wondering what’s the most efficient way to move parts with almost 0 lag? I have also been wondering the same thing, until today. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |