we are NEVER getting the optimization update
its a myth like mimhere island
Their attacks look nice, reminds me of dark souls in some way (I never played it lol).
Nice to see Vetex giving some bits of info on how it is going on behind the curtains, cuz well, most people donât understand the shit and are easily led/confused by those, who know/pretend to know how things work and spread negativity.
honestly i think optimization is possible but it would requite the butchering of significant parts of the game that makes it so special in the first place
Btw, does new fog particles (or whatever they did to dark sea area of view) affect perfomance?

It most likely doesnât since based on the preview, it seems to be huge particles which wouldnât greatly impact performance such as the old dark sea border. At the very least weâre now able to somewhat see through the fog rather than having our vision limited in the literal sense.
Well unless a roblox update happened that breaks how they work again, since what Vetex said made sense about it when he hasnât updated the game since January but suddenly despite having quality 1 rendering, there are some extra particles that werenât there before during March, causing me to lose fps especially from colossal cleave.
Allanon scale air stall
Not to be overly negative or pessimistic, but I believe thatâs code for âWeâll fix it only for Roblox to fuck up a few weeks/months later and break itâ
The core reasoning he provided was incorrect, as per my own comment;
Message I am replying to
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My own message with proof that Roblox can indeed use more than 1 core.
I donât believe he is trying as much as he can, for no streamingenabled is being used, parallel luau is only used in VERY few cases iirc, and generally some models are a bit much, do NOT quote me on this source, for I do not know who said it nor in what server.
I mean if he says that he, moochezz and rico (i think thats partcline) have tried as much as they can then i feel that there isnt much they can do
unless either moochezz or partcline wanna come out and call vetex a liar then i think hes being truthful
also genuinely like, why would he have a reason to lie, if he could fix the main issue of his game (lag) then i imagine he would do it asap
i dont know what that is but if it were enabled, would it require a recoding of the entire game like filtering enabled did
I didnât say he lied, I just said that his reasoning was incorrect/wrong, for it has been a constant for many years that Roblox has only given 1 core to work with, but since 2022(?);[1] parallel luau has been a thing.
I believe itâs a mix of him not knowing the modern tricks & tips to get more performance and laziness, as you arenât making new features, youâre changing an existing one with literally no visual changes.
Elaborating on the ânot knowing the modern tricks & tipsâ, as far as I can remember, AO still utilizes deprecated physics Constraints and ValueObjects for handling values here and there, when attributes are factually better.
From the Attributes Beta page, which explained what the difference is, do note this might be outdated information, as it had been taken out of in Q1 of 2021.
I repeat in case the text above was skipped; not lying, just incorrect/wrong with a possible mix of laziness/ignorance for modern tricks & tips.
No, FilteringEnabled was a fundamental change of how networking is handled within Roblox. StreamingEnabled would require changes to code that handles in-world objects, but not a full rewrite.
Unsure, approximate date of release âŠď¸
But then again, I do not believe itâs the systems that are causing the main issue of low-FPS/high-latency, rather, itâd be the map in itself and by proxy the custom unloader.
In places such as Elysium, you have way better performance due to Elysium being the exclusive location in its instance, whereas on one of the War Seas, youâd experience a lot of lag, as any island you see will have a greater amount of it rendered at full quality, rather than at a lower quality (commonly created using StreamingEnabled, and hence itâs new SLIM beta.), it will give the players a bit more latency when its enabled, but I can see that is greatly outweighed by the possible gain in performance.
well vetex is an unc so maybe youre right, perhaps he needs to touch up on some newer things
That seems quite a bit unoptimized, but otherwise fine. Shouldnt affect FPS unless there are many, many characters in one place with that same outfit; and from what it seems thats the model used by the bankers NPCs. The person saying that might be denser than the model.
Okay I just went back to the video and your actually right.
The damage number of the tail whip only appears during after the roarâs KB so I assumed that was the attack that did the 600
Sorry gang
eh, fighting dragons is still pretty cool, plus, new drip
if that is the case, is there a solution?
yes, in the video
As far as I can remember, Arcane Odyssey is abhorrently awful at optimized network handling, it uses exclusively TCP as well as not compressing network data whatsoever, even this is a step towards significantly reduced latency.
A library Iâve specifically used in my own games for a quick and easy optimization whilst not hindering performance whatsoever is Packet, you can automatically decide what values need to be compressed into how small amount of bytes, decide on if its a TCP or a UDP remote, accurate type checking and all that jazz.
An example of Packet being utilized is directly from myself:
It may look confusing to most who do not understand the context, so I will grant you some insight.
It is a looker system, where your character shows where your camera is pointed, the data inside is the playerâs UserId and the pitch/yaw of where the player is looking, reduced to such a small amount that in total it fills 8 bytes on top of the boilerplate Roblox fires alongside it, additionally it uses a UDP remote to further prevent latency issues, and lastly fires at 10-20FPS, reducing based on distance till it doesnât render whatsoever.
the NPC looking is based on player distance, hence the player distance is the same across all clients, I decided it was best to not to replicate it and just simulate it on all independent clients, of course not simulating it on npcs far away using spatial queries so distance checks arenât for every single NPC in the game.
I hope this helped give a little insight into how networking could be optimized, but likely would not.