![aimbot for roblox july 2017 aimbot for roblox july 2017](https://robloxsong.com/assets/img/codes/983/928385983.jpg)
This means rendering information for neon is basically free, although we do have to pay a cost to actually convert this information into the glow effect (basically compute bloom from glowing bits). So what we settled up with is storing the glow intensity in the alpha channel and rendering it out as we render anything else. Now, we could have done it as a separate pass - just render all neon objects again, there’s usually not that many - however, Roblox games tend to have lots of transparent parts – to have glow be diminished when viewed through transparent parts, we’d have to also render all transparent non-neon parts into that buffer, which is not ideal performance-wise. Since this is a material that glows by itself, and we don’t have HDR yet so we can’t just output a very bright color for neon parts and rely on bloom for making it glow, we have to render a texture with all neon objects in it. So neon implementation in Roblox is somewhat peculiar - it’s not really unique but it’s sort of interesting. Decomposition geometry no longer glows when neon parts are in view.MeshParts with textures with alpha no longer glow when neon parts are in view (that has been a long time coming).Material diffuse textures are now exported during.Fixed a bug that caused character join/leave event (and similar cases for models with humanoids entering or leaving the world) to rebuild all world geometry causing frame spikes.All part rendering geometry takes ~20% less memory now (including meshes and CSGs).
#AIMBOT FOR ROBLOX JULY 2017 UPDATE#
![aimbot for roblox july 2017 aimbot for roblox july 2017](https://ahmedmode.com/wp-content/uploads/2021/07/DEMMONZ.jpg)
Once again, you don’t have to reimport your meshes to get these benefits (however, we are working on followup updates that will thoroughly optimize meshes during mesh import in Studio to render them even faster, which will only apply to newly imported content - more on that next month). Cluster updateGeometry performance spikes on mesh-heavy levels are up to 2x smaller.We are now automatically fixing these inefficiencies when loading meshes so that the gains apply retroactively to existing content. We have discovered some glaring inefficiencies in our mesh import process, that unfortunately have affected all meshes that have been uploaded to Roblox, including our own character packages (but not hats! ). We are not currently using the same rendering technique on mobile so all tiling updates we’ve done aren’t improving mobile textures yet this will happen later this year though.Īlso we have updated the default SpawnLocation texture: Significant mesh performance and memory optimizations This is live on desktop and is making its way to console. Grass texture has been updated to make tiling less noticeable (following ).
![aimbot for roblox july 2017 aimbot for roblox july 2017](https://www.obfuscata.com/wp-content/uploads/2017/10/Roblox-shirt-template-5.png)
Fire effect now looks better in motion (or more specifically, the dark smoke part of the Fire effect).Creating a Trail effect no longer spams output with errors.Trail.FaceCamera had an artifact with the last trail segment which has been fixed.ParticleEmitter::Emit can now be called immediately after the particle emitter is created.Trail effects are fully live on all platforms including FaceCamera property. It looks worse on lower quality levels to conserve performance. We have implemented some changes to Blur to make it run better on low-end hardware between this and the fact that Blur is rarely on all the time, we now enable Blur on all quality levels on all platforms (except for some old mobile versions). We were working on three big projects (in addition to the lighting prototype that I’m sure all of you have seen?) but all of them didn’t quite ship this month Nevertheless a lot of exciting things have happened: Blur is now available on all quality levels Thanks to and for working on these! Also is with us again - welcome back! This is a thread with rendering updates for July! Technically it’s just 28th but we aren’t going to ship anything else over the weekend so might as well post this early.