Instancing Overhaul

Instancing Overhaul https://forum.arcaneodyssey.dev/uploads/default/optimized/4X/4/b/a/4bab017b938c0eb5760b08e221f8e661959f9084_2_1024x383.jpeg
effort 4.666666666666667 6 quality 4.4 5 reasonability 3.714285714285714 7

I agree with the idea of instancing a lot more of the game, but your ideas when it comes to regions and treasure charts lost me.

People have been asking for instanced servers for ages. Like, not even a week after Dark Sea dropped and I can almost swear I saw atleast four posts talking about turning the Dark Sea into an instanced server. There have also been a multitude of old suggestions and discussions mentioning the topic, albeit sporadically, but I’m glad it’s getting brought up again with the advent of FR.

This list aligns with my train of thought, but I’d still like to provide my own two cents.

First and foremost, I would make the entirety of the Dark Sea beyond Insanity 0 an instanced server. Going from Insanity 0 to Insanity 1 should instantly teleport you to the instanced version of the sea, and you would be able to keep all your loot/drops using the same system that activates when a player hops from one Sea to another Sea.
Entering the Dark Sea would also warn you of this auto-teleport, and you would be prompted with a somewhat foreboding text letting you know of the dangers beyond.

Might allow for your idea to make the “main game” Dark Sea more exploration oriented with actual preset constructions/islands + Dark Sea treasure charts, but regardless of how it’s done, instancing the Dark Sea is always a great idea imo.

I would also push for the instancing of the raids/“dungeon-likes”, which mainly refers to islands such as Fort Montu or Castrum. On release, these islands were said to be extremely annoying to clear out since NPCs had a tendency to fall into the water, get stuck in the floor/walls, or just straight up disappear.
Some of these issues may have been fixed in Full Release, but in the end I still think instancing the Raids wouldn’t hurt too much. As you said, an instanced server means a bigger, more detailed arena.

Other than that, I feel like the Seas as is are fine. Stuff like compartmentalizing each sea into separate “regions” and making each region “instance” is way too much effort- all that needs to be addressed are the overall lagmakers in the game.

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personally I like views like this, but I feel like there should definitely be some in game setting to adjust it

As far as I know from my personal time as a developer on Roblox; you are unable to change the workspace.StreamingTargetRadius / workspace.StreamingMinRadius in real-time client, meaning you have to set the radius and then publish the game.

The only way to realistically change workspace.StreamingTargetRadius / workspace.StreamingMinRadius would be to manually change quality level, but that hurts many other graphical areas.

what

uhh..
in short, you can’t change render distance in real time, it’s precomputed when the game is published.

gotcha
no need to slap me with the programmer jargon man :sweat_smile:

Sorry, I’ll keep that in mind in case I have some wise ones and zeroes to respond with, it’s just too natural to me : p

I don’t know if it’s still in the game but they definitely had this at some point

when I flung peole into the stratosphere with my wind mage after the Dark Sea update they would land back down on an incredibly dumbed down version of ravenna which was pretty much just a couple large parts in the vague shape of Mount Ceasar and the surrounding area (and then they got consumed when the rest of the island re-loaded)

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Ah.. then my theory changes.
Loading in assets in Roblox requires an internet connection due to some cloud nonsense, going fast enough to not allow the game to load in fast enough could allow that.

Therefore, I now suspect they DO have LoDs, except they set the render distance far too high that it’s not worth it at that point.

Yes, usually around 0.5, 0.8 on a good day

That’s called seconds per frame :sob:

Well, now you’re overcomplicating

Worldbuilding, beautiful atmosphere, immersive environments, the key ingredients to a wonderful game setting, until Professor Vetex accidentally added “made on Roblox”.

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Im confused on what the problem here is why would your performances get worse than they already are because of instancing.
I think you’re mistaken or something here

The point of instancing is to literally reduce lag and performance issues since you’d have less stuff to load and therefofre less things for your device to handle, rather than having to handle the entire map ontop of the boss fighting arena

well for me it’s the other way around

Just trying to join on an instance is a hard work because of how massive these places are - we can compare it to experiences like Blox Fruits (eugh) and it just doesn’t help, it is still laggy and joining an instance is already an issue for me. It’s much easier to load in it all at once (and it was fine as it is) instead of going to different instances
And let’s not forget that transferring 10 vetexllions of items everytime isn’t as cool either
I may be speaking nonsense right now but it’s just experience, I don’t want to check how it would be once again

Maybe it’s just optimisation problems but instances take A LOT of time to load in it’s not even funny

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Blox Fruit has a much larger map than that of AO and each instance is loaded up with content even if its shitty content. The reason why you lag so much when switcching instances on Blox fruit is just because of content in Blox Fruits.
instancing in AO case would allow for bosses to have separate arenas that would all be much larger than what they currently are without actually causing any lag, but rather decreasing the lag you get.

it is NOT easier to load it in all at once right now because you’re going to load the entire map with thousand of item meshes and textures.

you see the pirate used his final hamon and you didnt parry

/s

Roblox is a performant engine; the issue is that the game developers are god-awful at optimising.
This exact issue would occur in any other engine.

EDIT
This is actually what is occurring with UE5, it’s a really good engine, but hurt by the developers not bothering to work on optimisations.