I haven’t seen any mention of these two optimization techniques in the TGR post, which is confusing, since the map redesign to islands should facilitate both pretty well.
Universing a game is simply splitting into separate “games” with teleports between them so that content from other areas simply doesn’t exist while playing in another.
Most round-based games do this(every dungeon crawler/tower defense)
but Open World Roblox RPGs such as:
Vesteria
Starscape
Deepwoken
also use this system.
StreamingEnabled is where ROBLOX determines which assets to load in the same game, and which to omit until the player reaches an area.
Games such as Dawn of Aurora and Islands use this to be able to multiplatform, and I would wager that most games with mobile compatability follow suit.
By
Scrapping the map and NPC design
and
Making the new map center around islands
Both solutions should be viable. It’s confusing to see why there’s been no mention of them.
It says on the trello to do list that the game will be separated into universes. StreamingEnabled is too buggy to use and causes more lag when turned on for some PCs
I’m quite sure the games I listed on the OP run StreamingEnabled well enough, although maybe that’s because they value mobile compatibility over PC edge cases.
On the Trello, I found this bulletpoint for Arcane Odyssey:
Separate the Titlescreen - The titlescreen will now be a separate place that you see when you first join the game. After selecting a file or warping to a friend, you will be teleported into the first universe, the Southern Sea, where the file you chose will be loaded
Not quite sure what first universe means here. Is every island going to be a place, or is it simply a separation between titlescreen and game?