![]() Although CFrame is generally fast, in this case it’s a huge render update. The second guess relates to the constant CFraming. Since the ball scales to be accurate to the fog distance (to avoid making the ball visible), it can get quite large (well over 2048 studs) and may have adverse effects due to its size and how rendering is handled. The first guess relates to the large part size. Given what I know about Roblox’s engine, I have two guesses for the cause of the lag. There’s just one issue: I’ve noticed an issue of rather harsh frame drops using this code (Framerate can go as low as 20FPS, I’m using a GTX 1070). ![]() ![]() This works great for all practical purposes and in testing it’s been more than great cosmetically. Since the way it works is so simple, here’s the main function: game:GetService("RunService").RenderStepped:Connect(function (Delta)īallMesh.Scale = Vector3.new(FogDist, FogDist, FogDist) * -2īallPart.CFrame = It creates a large inverse sphere mesh and CFrames it to your camera every frame. (Note: GIF previews have their quality degraded in order to reduce page load size, their compression artifacts do not appear on the images.I’ve been tinkering with fog for a while now in my game and I’ve noticed something less than desirable with a recent script I’ve designed. Download individual flipbooks or sequences below. You can access information about the Toolbox on Github here.
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