Low vfx (nine charcert) idea

when i turn on low vfx it straight up changes nothing so how about instead of doing whatever it does, it instead uses the old 3d model vfx that existed before it was changed to particle emitter explosion in early access

is this a suggestion outside of suggestions? yes it is(i think) no it’s an idea

im not sure how much better this would be for performance but its a neat idea

these vfx are quite lovely tbh

They might be available in future since these are very high tier and we haven’t seen any other variants.

yes please

sure why not

Significantly better.
Roblox Particles are notoriously difficult to render due to the fact they have transparency and overlap, causing heavy overdraw.

Using a mesh-approach would easily allow for tenfold the amount of effects, but of course not a as customizable approach.

This would be an optimal solution for low VFX.

not a fan of self advertising but, if any suggestors want this in game yall are free to suggest this, imo the effects look cool and perform better, i couldn’t suggest bc i don’t have role

I miss these effects a lot
I doubt it would help performance that much but I would still use it

:eye: :eye:

im not too familiar with vfx (especially not when it comes to roblox) but i’d intuitively think that not using particle emitters would improve performance fairly significantly

also, maybe trees could be turned into untextured meshes as well? i dont think those are particle emitters like attacks & dodge reflex so i think they wouldn’t be nearly as much of a burden on performance (unless what scandin said about heavy overdraw also applies to trees) but it would more or less help a bit i’d imagine

Trees at the moment are quite polygonal dense whilst also having transparency in its leaf texture and having overdraw due to multiple leaf “planes” being overlapped, but that is fine if they continue to be used in moderation, as StreamingEnabled will auto-generate lower polygonal versions of them at a distance, which should not have transparency or really any overdraw.

Granted it could be significantly better made if the art direction took a mesh-approach as opposed to a planar 2D leaf texture approach, I for one have created 1 million polygons worth of trees render at +200FPS[1] on two decent systems, and 30FPS[2] on a horrible system. The same couldn’t be said for the planar 2D leaf texture trees, as they are significantly more dense.

All in all, trees don’t have a need to be changed, it’s moreso those issues that particularly plague the game, such as the excessive particle usage, part-dense islands and unoptimized code.


  1. Measured at maximum quality. ↩︎

  2. Measured at maximum quality. ↩︎

that earth beam looks so cool