Quick question, wtf happened to hunch backs? Like they were a thing back in the day and now we just have downsyndromes.. what did they do to the hunch back population???
I know barely anything about Roblox Studio but I've dabbled in it a bit. I stumbled across this video in my recommended and genuinely got invested and despite barely having any prior experience I understood most of what you explained. Keep it up! You're great at teaching.
16:24 Ok, this would definitely look incredible for a game cutscene. That’s by far the best imitation of Spiderverse animation style I’ve seen so far in a video game, just lock the cutscene at a 24 fps framerate, with the characters at 12, and TADAAA! And if you fix the camera angle, it would look like those pre-rendered 3D sprite for games like Mario RPG 😄
A big part of that movie’s style was animating it in a way that imitated traditional animation. Most of the character animation is at 12 fps, or at 24 fps holding each drawing for 2 frames, sometimes even 8 fps, holding a drawing for 3 frames. It’s animating on twos; two frames per drawing. It saves work in traditional animation but it can also look crisper, cleaner, crunchier, and more impactful.
I've had an idea of like being in two places at the same time in ROBLOX, and I just now discovered viewport frames! I wonder if you can make it so when you press a certain keycode, you could be transported (on your screen) to another place, while for others you are still in the original place. This opens up a whole new world of possibilities!
personally, if i wanted to make a player character look like it was lower framerate i would just do that in the animations and not the actual render itself since when you're making a game you want the time between input and visual/audio output to be as low as possible. however this is still a neat trick
i was thinking of making the real model invisible and just generating a clone with no animations, frozen in whatever pose the invisible model is, a certain amount of times a second depending on the framerate you want
@@heavygaming6596 yeah nah that didnt make any sense. Idk why it wouldnt be possible to create a lower frame rate animation, it's very possible and already has been done in a few games on roblox
@@SolepsusYT Your animation updates independently from your position, meaning you will move around smoothly but only your animation will be low frame rate
@@heavygaming6596 ah thats what you meant. In that case yeah thats understandable. But in the other case, the camera still follows the actual player smoothly, but the viewportframe will be lagging behind, so it just comes down to preference.
this is insanely cool - when you added the custom camera and it was just the character it was perfect. i made a tweet bringing up the idea of this effect as an alternative to just having low-framerate animations and seeing it actually brought to life is so sick, especially with how simple it is to pull off. hopefully people start using this technique
In animation (which i dont know a lot about) they tend to vhange the framerate depending on the style of movement they want to create. There are typically more frames during narrative slow times, and less during fast pace times. Since this isnt a narrative, its a bit hard to gauge, but i wonder how it would feel to have more frames when standing still, and less when moving. You could even have the framerate tied to a momentum variable (idk if Roblox has those tho). Could look super dope
Everything thats apears on your screen is just following a logic pattern to make lights change in ways to make stuff apear in 3d, its a trick on the brain that we can understand. And then it just updates by frame because frames are a nice increment that we found to achive the goal of the simulation simply because it gives us a reference point to update lights changing. Once we found the math to make light (pixels) apear shapes to move and rotate the same as a 3d world we cohld just apply that logic to every wanted object in 3d to make a whole environment, aka 3d world.
This is just one of many ways of creating this effect. I have made something similar in unity: -Spawn a character -Spawn a duplicate model of that character -Set duplicate animation speed to 0 -Every 1000-2000 milliseconds update the animation & position of the duplicate to match the original With some additional duplicates/delays/offsets you can also create a pretty cool 'trail' effect
it's honestly crazy that this got recommended to me while i'm studying to be a game desinger like, i can already think about a game that uses that togglebel "low fps" as a game mechanic cuz since you're "teleporting" because of the low frame rate, there can be some puzzle / lazer blocked door where you can only pass through it while in this mode, but then i would need to make it either have a limit with a timer, or have a reason to make the player stay in the "high fps" mode aside from his eyes hurting or stuff like that
this is very interesting and real cool to see in practice, me and a friend of mine were discussing stop motion effects for a project we are working on, the main issue with simply reducing the framerate of a scene/character is that actual stop motion is much more nuanced than reducing framerate, for example stop motion uses a rather dynamic or irregular rate of updating frames which is immensely hard to simulate through code alone (holding frames on correct key frames and more frames in certain animations) its easy enough to use a stepped animation when actually animating but, in games especially it can be hard to get it to look nice without it just looking like janky laggy animation due to the camera also needing to have the same irregularity as the animation frames, your method is impressive and looks really cool but has a very even framerate, id be interested to hear what kind of workaround youd come up with for this specific nuance from stop motion animation
This was very informative and the first video i saw was the fake message. This combo would be so funny to find, its playable but those who dont figure it out will never get why other people can play
The viewport camera and character frame rate limit added an insanely cool looking retro/modern hybrid feel. It almost looks like something out of Wreck it Ralph where one of the arcade characters breaks the fourth wall. Could it be possible to change the viewport render resolution so the low-frame rate character is also pixelated?
I like how this video ended up into my reccomendation. I have to get use to whay coding looks like on the lines to be able to understand it for my future
If your gonna go into programming, you definetly wont be using roblox's script lenguage (a.k.a Lua), you will probably be using an engine like unity or unreal in wich case you will have to learn C# (C-sharp) and/or C++
This video was godly and I love how unlike most dev videos I've seen, you got right to the point and kept it sweet and simple. Consider me subscribed and impressed highly! Easily relatable also how you built the script as you were testing. That is exactly what I do as well in Studio.
that makes the movement feel sluggish because the camera is ahead of the character until it "catches up" every time. what if you create a new model that just adjusts every 1/15 of a second to the current player character, and the camera is set to focus on the fake character's head instead of the real head?
Not entirely sure what Rolblox uses behind the scenes (not a Rolblox player). But basically to render stuff games use these things called shaders. Most people think of shaders as something that makes something look cool (thanks Minecraft) but the reality is that a shader is just a program that runs on your GPU. Your CPU, the component that's currently running the game sends information to the shader about stuff like your position, your aspect ratio (mvp matrix), etc, using a transport method called uniforms. The shader uses the code to calculate your perspective, and depending on the vertices sent to render using something called a vertex attribute object, you get something on screen. To render your GPU uses 2 or more buffers. You can think of them as pieces of paper. Your GPU draws whatever data was given from the shader to the paper (puts the data in the buffer), and then that buffer is sent to your screen. Afterwards your GPU switches the current piece of paper (swapping buffers), draws on your new buffer and then shows that on screen. This process repeats infinitely. It's not that your GPU waits some time to render, it does it as fast as possible. You can add a delay between renders (buffer swaps) using an FPS limiter, or a setting most games call vsync.
Delta time is just the time in seconds (or milliseconds depending on your engine) that your GPU spent swapping buffers. Which is just a fancy way to say: the time between each individual frame. It is different because some frames might be easier to draw than others, and therefore they take less time to draw.
hella interesting to watch, when you first said modifying players framerate i was confused af and was blank of ideas how to do it, after you began mentioning viewportframe i was like "ooohhhh shit" It would be hella funny making like an obby or something and everytime you die your framerate gets lower
i'm not sure if that would make for a long video because the effect in it steals and every other game by its creator doesn't actually use any other shader i think
This would be a good addition to a lot of FPS games on Roblox. Just make this effect but a lot less noticeable, and for movement systems with slides and climbing and all that, it'll make it feel more like COD or something when your not hitting every shot / or you have to predict where the Enemy is moving too.
Linear algebra is used and matrix math to transform 2d to appear 3d. You have 3 points in space x,y,z have vertex at a coordinate and drawing straight lines from points to point and just changing the values depending out which way you are rotating the camera just moves them simplified version rendering when a part is moving clears the screen then redraws the image to the next coordinate so if you moved from 3,3,3 to 7,7,7 in one frame you'd appear to teleport
@@TweakinOnColeslawsimply delete that line of code and everything after that since that’s your life after that code. Your dad will be back but it will be hard to keep him
I’m imagining a game where you have this ability to enter an alternate state similar to a doodle sketch, comic book style. The low fps is a quirk to help differentiate and completely aesthetic. But in this world you can draw/erase objects, jump into walls as a 2D person. And then jump back out into the real world.
12:29 - 1 divided by 0.1 equals 10. You've created a 10 fps illusion there. If you wanted to get closer to the Spiderverse's animation framerate, which is about ~12, you could definitely aim for a 0.083... delay.
item asylum has i would say a good recreation of this, i think with the move "speed," you click on a player and their screen slows to a reduced frame rate
i thought this comment section was gonna be filled with people going like "this is the coolests thing i've seen." nah man, WTF are these comments. anyway, great video man. loved watching this. made me feel like a pro roblox coder.
Before i saw the ending the only question i had the whole time was "How could you make the other players see your gui, and how would you make theirs visible to you?" But i think i kind of understand how itd work.
One thing I noticed, because you are using gui for your render of your character, when you stand behind a wall or obstacle, you can still see your character, because the gui layer is in front
To introduce artificial lag (if you could do it): you could create a function that forces the engine to change the frame-time from 16.6 ms (60 fps, or the average V-Sync time) to 62.5 ms (16 fps, or much artificial 'lag')
One questionable way of doing this is creating a while loop that loops without any yields (waiting) until a certain amount of time has passed in RunService.RenderStepped. Be aware this will cause severe lag for the task scheduler (the accuracy of anything that makes your script wait will be hurt) since it'll be busy looping and doing nothing else for a considerable amount of time every frame.
Very cool idea! I'm not sure if you could access the depth buffer to stencil out the GUI element for proper scene mixing, but that would also be a great addition. I'm also not sure how this method would scale when used on many parts, as it seems like you're cloning the parts every "tick" and then deleting them on the next tick. It might be better to only copy all the parts you'd like to slow once, and then just copy the CFrame from the original part into the GUI viewport every tick.
Theres a game called “Cart Ride For Corndog” and it literally flattens your character & makes it all pixelated..?? Its so cool but this vid reminded me of that game 😅
i think since the script is a localscript and only appears for you, but you're already transparent initially in the server side, you will appear transparent to all other players regardless if you press e
4:13 i think roblox does raycast for his rendering 9:02 there a problem with that technique, the player will just get rendered before anything, so if a wall block the vue of the player, it won't the player will get rendered in front of the wall and i love this, finally someone that explain everything like we are a beginner, and explain everything from the ground up
but you can just skip all of that and just make your own walking animation (and everything else) and make it with low keyframes with the none ease (with moon animator), but what you did could be a good way to make a trail of the character for like a move or a skill or smth.
That would be a tremendous amount of work to do for an ultimately meaningless effect, plus that wouldn't work for any partical effect or any other visual effect
after testing this out in the game you created, the low-fps camera is definitely really good. with your regular camera, you can see how your character lags, due to your camera position updating faster with the speed of your actual 3d character. the low-fps camera gives the illusion that the character is yes, moving at low fps, but also the camera doesn't move faster than the character, rather at the same speed. it makes it look much smoother.
I didn’t realize ViewportFrames were a thing, those seem really powerful. Aside from the custom FPS trickery here, you could make some really interesting menu designs for a normal game by combining 3D models and 2D menus, like how the Persona series does menus in the later games.
That's actually an interesting idea. I'm not much into game development but I do understand programming on a basic level, and this looks like a very interesting use for GUI because before that I never thought it could be used that way. Edit: The end result looks like an old shooter of the likes of Doom for some reason. And another edit: couldn't you just make the wait function change the time of delay by pressing E? That way you wouldn't encounter any changes in the character model while switching, and by extension, you could make a system that controls the framerate by input.
50% off my FULL roblox studio course:
linktr.ee/ByteBlox
photos of my pet pigeons: instagram.com/subnautica_man
Nobodys buying your courses lil bro 😭
@@creeperplayzz45$ to lolll 😭😭
Are there anime lolis in your courses?
I have an idea for a game using one of these mechanisms if you’re interested
i made it work with accesories :) (scuffed af tho)
Wow!
What a cool Roblox Studio tutorial!
Lets see what the comments say about this--
Foreshadowing😂
Silence is obviously what they speak right here 🤔
I am going to edge to your skibidi rizz
yep, the first thing you expect when you open the comments section in a video about roblox studio lmao
@@Virem8711
He is forever lost to us 😔
(Pulls out pitbull named “cutiepie”)
please make an obby game but your character is insanely laggy
Yeah, you could make a game kinda "you get 0.05 FPS every second 😵💫😵💫", there is for speed, jump, strength, why not FPS?
My device is gonna play at 0.0001 fps💀🗣️🔥
@@guillemsubirats1049real
Nah it shouldn't be a game that makes you have low frame rate, you should have an insane amount of input lag.
thx for the idea
smth is wrong with your comments😭🙏
Edgebloc 🤑
FreakyBlox🤑
ExorcismBlox 🤑
Quick question, wtf happened to hunch backs? Like they were a thing back in the day and now we just have downsyndromes.. what did they do to the hunch back population???
@@Iepistoo😂😅
Wow! Such a nice video! Now throw it back oiled up 480p.
I know barely anything about Roblox Studio but I've dabbled in it a bit. I stumbled across this video in my recommended and genuinely got invested and despite barely having any prior experience I understood most of what you explained. Keep it up! You're great at teaching.
slapping my tip across the screen for u big g
youre 12
this comment is stupid. imagine how your parents would feel reading this garbage
@@sincere3238 "tHiS coMmeNt iS stUpiD" -🤓
@@sincere3238 what is bro hating for lmao
@@sincere3238 im 2 it was a joke im sorry 😭😭
I ate 4 corndogs while watching this video
i ate one regular dog while watching this video
I ate doritoes mmmmm yummy yum yum mmm yum yummy yummy yummy ymmmm
Smash, next question
WHA-@@koo9ol
no shot i'm deadass eating 4 corn dogs rn
my favorite oiled up youtuber
bro what
💀
This sounds a bit wrong.
@@sonid7111Only a bit? Lol
Admit you're gay, we wont bully lil bro.
How About You Start Collecting My Pages Bro
LOL
this one is funny
collect my pages...
nah, collect my tampons mf
Jork my Peanitses
16:24 Ok, this would definitely look incredible for a game cutscene. That’s by far the best imitation of Spiderverse animation style I’ve seen so far in a video game, just lock the cutscene at a 24 fps framerate, with the characters at 12, and TADAAA!
And if you fix the camera angle, it would look like those pre-rendered 3D sprite for games like Mario RPG 😄
Nah not really don’t hype him up
it looks like those n64 era fake billboard 3d illusions like in mario kart :0
A big part of that movie’s style was animating it in a way that imitated traditional animation. Most of the character animation is at 12 fps, or at 24 fps holding each drawing for 2 frames, sometimes even 8 fps, holding a drawing for 3 frames. It’s animating on twos; two frames per drawing. It saves work in traditional animation but it can also look crisper, cleaner, crunchier, and more impactful.
bro it looks like those old ass Lego browser games they had on their website
@@ssttiaanWho spilt your drink?
in the stripped club. straight up "jorking it". and by "it", haha, well let's justr say. My peanits
Do pepl say peanits because orny adams??
Wth
What the ever living @#$& did I just read
dude i have an image of that message
THIS FUKCICNG MEME
god bless bros comment section
ik bro
God*
@@gokusoIos is your tip squishy still?
@@DigitYT yes
@@DigitYT WHAAAAAT
adding to my jork Playlist
😲
@@thiskanther 💀
😲
@@SomeonesName🥵🥵🥵
edged twice just for u bbg
What
Wat da hell
I've had an idea of like being in two places at the same time in ROBLOX, and I just now discovered viewport frames! I wonder if you can make it so when you press a certain keycode, you could be transported (on your screen) to another place, while for others you are still in the original place. This opens up a whole new world of possibilities!
You dont need a viewport for this
just change the player's .Character property (it expects a model w a humanoid and whatnot) and you'll be good 👌
@@mrhax4741nooo, but then we can’t have added overhead and bad graphics
This amount of skibidi rizz might make me fanum tax all over ohio
@@mrhax4741 oh, thanks! that makes a lot more sense
I can only see that being done "reliably" with MessagingService?
Emphasis on "realiably" because that wouldn't be reliable at all on larger games.
Instagram reels ahh comments 😭🙏🙏🙏.
ig reels are superior compared to youtube
I refuse to believe that instagram reel “users” actually exist
@@OrangeNavy206then where do the comments come from?
@@horizontxlig reels comments when i tell them to make a funny joke than making p diddy and racist jokes
Dude no, ig reels is worse than this lol
personally, if i wanted to make a player character look like it was lower framerate i would just do that in the animations and not the actual render itself since when you're making a game you want the time between input and visual/audio output to be as low as possible. however this is still a neat trick
i was thinking of making the real model invisible and just generating a clone with no animations, frozen in whatever pose the invisible model is, a certain amount of times a second depending on the framerate you want
I dont see how it is possible to do that with a running animation since the movement is not handled by the animation if that makes sense
@@heavygaming6596 yeah nah that didnt make any sense. Idk why it wouldnt be possible to create a lower frame rate animation, it's very possible and already has been done in a few games on roblox
@@SolepsusYT Your animation updates independently from your position, meaning you will move around smoothly but only your animation will be low frame rate
@@heavygaming6596 ah thats what you meant. In that case yeah thats understandable. But in the other case, the camera still follows the actual player smoothly, but the viewportframe will be lagging behind, so it just comes down to preference.
this is insanely cool - when you added the custom camera and it was just the character it was perfect. i made a tweet bringing up the idea of this effect as an alternative to just having low-framerate animations and seeing it actually brought to life is so sick, especially with how simple it is to pull off. hopefully people start using this technique
wtf its emi ⁉️
I didn’t read that but cool I agree
literally exploded in my pants while watching this… clean up aisle… MY ROOM 🤣
60 year old ahh comment
What's up with the comment section 😭😭
Good video tho. You always learn cool stuff and I'm all for it
Instagram reels ass comments 😭
@@timebladenah, not enough racial slurs
@@galCheriof detected. opinion rejected
The problem is the roblox players
I genuinely cannot tell if they are chatbots or not
can i order 3 slices of hawaiian pizza to go
sir this is not a Wendy's
@@imnotabearr can i have a boneless pizza
69 likes lol
@@CarlosGotAnimated dude this is a freaking programming school, if you want food, go to the canteen.
@@Emptyset_Officcan i have a 6 piece chicken nugget
There are 3 types of comments here:
1. Actually normal and liking the video
2. Freaky ahh comments 💀
3. Talking about the freaky ahh comments
My question is why? Is there some inside joke or was this video raided or something
@@Icedonotyea like I don’t understand etherrr
In animation (which i dont know a lot about) they tend to vhange the framerate depending on the style of movement they want to create. There are typically more frames during narrative slow times, and less during fast pace times. Since this isnt a narrative, its a bit hard to gauge, but i wonder how it would feel to have more frames when standing still, and less when moving. You could even have the framerate tied to a momentum variable (idk if Roblox has those tho).
Could look super dope
"Waiter, waiter, I want a refund for this fucking comment section"
I need a 4.5 piece chicken nugget and some pure Columbian by the 30th
what is pure Columbian bro 💀💀
@@civilizedfellow Nose candy bro :D
Bstchld ahh comment
Sonic Unleashed IGN rating (ps3 and xbox360v)
imagine jorking your peanuts in 15 fps
I don't like peanuts
@@Loafoftime pistachios are better
All nuts are gross
As a lesbian, I can confirn.
@@Loafoftimeyou gonna see a less of a being (please tell me you got this joke)
its all over my screen for you big bro
What is
8:54 "Killer Queen has already entered your eye" ahh moment
💀🙏
Your voice is soo deep that i put my peanits next to speaker that are playing your video on full volume. Thanks!
dude..😭
Bro 😭
thanks for the idea boutta try
Everything thats apears on your screen is just following a logic pattern to make lights change in ways to make stuff apear in 3d, its a trick on the brain that we can understand. And then it just updates by frame because frames are a nice increment that we found to achive the goal of the simulation simply because it gives us a reference point to update lights changing. Once we found the math to make light (pixels) apear shapes to move and rotate the same as a 3d world we cohld just apply that logic to every wanted object in 3d to make a whole environment, aka 3d world.
I’ve gotten some pretty good 2d effects using an isometric camera system and certain lighting settings
erm... what the sigma? (sorry i cant stop😭😭)
What are you on about
Game.Players.Yapper:Kick(“🤓”)
you just explained how digital screens work in a weird way trying to sound smart dude
shi started playing as in jorkin my peanits
Therapy. NOW!
@@bibstyr You could even say.. therabee
Krag jørgenson
Relatable
@@bibstyr THE WHAT????
8:22 "...and then we are filling it up with new children" 💀
FreakyBlox 🤑
FreakyBlox 🤑
FreakyBlox 💰
STTTOOOOOOOOOOOOOOOP 🗣🔇
FreakyBlox 🤑
This is just one of many ways of creating this effect.
I have made something similar in unity:
-Spawn a character
-Spawn a duplicate model of that character
-Set duplicate animation speed to 0
-Every 1000-2000 milliseconds update the animation & position of the duplicate to match the original
With some additional duplicates/delays/offsets you can also create a pretty cool 'trail' effect
You made me fizz and edge throughout the whole video
Go fizz a woman
this helped me push out a monster log thank you bro
You what-
What's a msnter log??
@@abbassabori2708 a large shit ig
this would be great for imitating the effect of impact frames
also the way you explain stuff makes it really easy to understand
I touch myself to your videos, ByteBlox.
WHY DID HE HEART IT
it's honestly crazy that this got recommended to me while i'm studying to be a game desinger
like, i can already think about a game that uses that togglebel "low fps" as a game mechanic cuz since you're "teleporting" because of the low frame rate, there can be some puzzle / lazer blocked door where you can only pass through it while in this mode, but then i would need to make it either have a limit with a timer, or have a reason to make the player stay in the "high fps" mode aside from his eyes hurting or stuff like that
I might need therapy after reading the comment section on this one
I'm just confused over why the hell it's even like this at all
@@AliMation4202bro is encouraging it ☠️
ill pay for thou's unnecessary therapy that thou desperately needs.
i was just learning about viewportframe and then you posted this video perfect timing
Slamming it on the table just for you gang
to add some of the accessories, change
if v:IsA("Part") then
to
if v:IsA("Part") or v:IsA("Accessory") then
ty so much
@@GarNomadT did it work?
does this also work with clothing
@@DanialDEcool my hair is in front of my face
@@tl1882 hair is a hat, not an accessory.
What if you make game about being a professional fisher with the title "Master Baiter" and you "Master Bait" all the time
bro whatt 😭😭😭
@@wpr_wepernow dont let me catch you im feeling freaky
this is very interesting and real cool to see in practice, me and a friend of mine were discussing stop motion effects for a project we are working on, the main issue with simply reducing the framerate of a scene/character is that actual stop motion is much more nuanced than reducing framerate, for example stop motion uses a rather dynamic or irregular rate of updating frames which is immensely hard to simulate through code alone (holding frames on correct key frames and more frames in certain animations)
its easy enough to use a stepped animation when actually animating but, in games especially it can be hard to get it to look nice without it just looking like janky laggy animation due to the camera also needing to have the same irregularity as the animation frames, your method is impressive and looks really cool but has a very even framerate, id be interested to hear what kind of workaround youd come up with for this specific nuance from stop motion animation
what a cool technique!! sorry i was talking to my self😂😂 founda new way to stroke it 🎉
now its all over my screen 😂😂
🥛
I’m gonna touch you at 2am 😂
ah yes... milk
proof?
12:31 It's 10 frames per second, you can calculate this by checking the amount of delay between each frame then dividing 1 by that amount.
🤓
@@Br0ckenGD I'm afraid I do not understand your response. It seems to be an emoji.
@@flameofthephoenix8395 ignore him, he's just mad that he doesn't know 2,145 divided by 9.
@@FunniMafaka Hm, okay.
This was very informative and the first video i saw was the fake message. This combo would be so funny to find, its playable but those who dont figure it out will never get why other people can play
Oh my glob, it's all over the ceiling! I literally exploding watching this!!!
The viewport camera and character frame rate limit added an insanely cool looking retro/modern hybrid feel.
It almost looks like something out of Wreck it Ralph where one of the arcade characters breaks the fourth wall.
Could it be possible to change the viewport render resolution so the low-frame rate character is also pixelated?
I like how this video ended up into my reccomendation. I have to get use to whay coding looks like on the lines to be able to understand it for my future
If your gonna go into programming, you definetly wont be using roblox's script lenguage (a.k.a Lua), you will probably be using an engine like unity or unreal in wich case you will have to learn C# (C-sharp) and/or C++
@@WEB_EnzukaiYTwhats C++
Literal child comment lmfao
@@funnygrunt_o7😭
This video was godly and I love how unlike most dev videos I've seen, you got right to the point and kept it sweet and simple. Consider me subscribed and impressed highly!
Easily relatable also how you built the script as you were testing. That is exactly what I do as well in Studio.
that makes the movement feel sluggish because the camera is ahead of the character until it "catches up" every time. what if you create a new model that just adjusts every 1/15 of a second to the current player character, and the camera is set to focus on the fake character's head instead of the real head?
Aye, this comment section is so relatable bro. I feel the same way.
Not entirely sure what Rolblox uses behind the scenes (not a Rolblox player). But basically to render stuff games use these things called shaders. Most people think of shaders as something that makes something look cool (thanks Minecraft) but the reality is that a shader is just a program that runs on your GPU. Your CPU, the component that's currently running the game sends information to the shader about stuff like your position, your aspect ratio (mvp matrix), etc, using a transport method called uniforms. The shader uses the code to calculate your perspective, and depending on the vertices sent to render using something called a vertex attribute object, you get something on screen. To render your GPU uses 2 or more buffers. You can think of them as pieces of paper. Your GPU draws whatever data was given from the shader to the paper (puts the data in the buffer), and then that buffer is sent to your screen. Afterwards your GPU switches the current piece of paper (swapping buffers), draws on your new buffer and then shows that on screen. This process repeats infinitely. It's not that your GPU waits some time to render, it does it as fast as possible. You can add a delay between renders (buffer swaps) using an FPS limiter, or a setting most games call vsync.
Delta time is just the time in seconds (or milliseconds depending on your engine) that your GPU spent swapping buffers. Which is just a fancy way to say: the time between each individual frame. It is different because some frames might be easier to draw than others, and therefore they take less time to draw.
Holy shit u wrote alot
@@imlinkon I am a developer- maybe someone out there finds it interesting enough to want to find out more. :)
@@DownloadableFox Nicee
hella interesting to watch, when you first said modifying players framerate i was confused af and was blank of ideas how to do it, after you began mentioning viewportframe i was like "ooohhhh shit" It would be hella funny making like an obby or something and everytime you die your framerate gets lower
suggestion:
try making something that pixelises everything, including the character. something similar to the steam game “It Hides”
Floating point:
i'm not sure if that would make for a long video because the effect in it steals and every other game by its creator doesn't actually use any other shader i think
This would be a good addition to a lot of FPS games on Roblox. Just make this effect but a lot less noticeable, and for movement systems with slides and climbing and all that, it'll make it feel more like COD or something when your not hitting every shot / or you have to predict where the Enemy is moving too.
Linear algebra is used and matrix math to transform 2d to appear 3d. You have 3 points in space x,y,z have vertex at a coordinate and drawing straight lines from points to point and just changing the values depending out which way you are rotating the camera just moves them simplified version rendering when a part is moving clears the screen then redraws the image to the next coordinate so if you moved from 3,3,3 to 7,7,7 in one frame you'd appear to teleport
glad the comments are filled with relatable people
Your comment section needs to stop turning on the faucet without the knob 😭😭😭
Ok ill admit this one made me laugh
Can you make a Tutorial on How to Find my Dad? Thanks! ❤
Have you tried looking in the dairy sections?
if v:IsA(“Father) run.away
@@TweakinOnColeslawsimply delete that line of code and everything after that since that’s your life after that code. Your dad will be back but it will be hard to keep him
you know tutorials are meant to show something thats possible right?
@@TempBlue-EB7559 that’s a good one
I’m imagining a game where you have this ability to enter an alternate state similar to a doodle sketch, comic book style. The low fps is a quirk to help differentiate and completely aesthetic.
But in this world you can draw/erase objects, jump into walls as a 2D person.
And then jump back out into the real world.
12:29 - 1 divided by 0.1 equals 10. You've created a 10 fps illusion there.
If you wanted to get closer to the Spiderverse's animation framerate, which is about ~12, you could definitely aim for a 0.083... delay.
My favorite homosexual youtuber
ur my favorite to watch on fat tip friday❤️❤️❤️
Favorite to watch on what 😭
@@name-qt4qffat tip friday
Bro 😭
@@I_I_I_I_I713 what the fuck is fat tip friday
It's a day celebrating something nobody in this comment section has.
I love when *freaky* blox 🤑 slaps the megameat across my monitor 🤑 while he's oiled up 🤑
17:52 if your wondering why the colors look weird the texture for the baseplate has the transparency of 0.8
item asylum has i would say a good recreation of this, i think with the move "speed," you click on a player and their screen slows to a reduced frame rate
bro im trying to shit out a tapeworm rn
i thought this comment section was gonna be filled with people going like "this is the coolests thing i've seen." nah man, WTF are these comments. anyway, great video man. loved watching this. made me feel like a pro roblox coder.
My favourite Oiled up human being.
Before i saw the ending the only question i had the whole time was
"How could you make the other players see your gui, and how would you make theirs visible to you?" But i think i kind of understand how itd work.
One thing I noticed, because you are using gui for your render of your character, when you stand behind a wall or obstacle, you can still see your character, because the gui layer is in front
To introduce artificial lag (if you could do it): you could create a function that forces the engine to change the frame-time from 16.6 ms (60 fps, or the average V-Sync time) to 62.5 ms (16 fps, or much artificial 'lag')
One questionable way of doing this is creating a while loop that loops without any yields (waiting) until a certain amount of time has passed in RunService.RenderStepped.
Be aware this will cause severe lag for the task scheduler (the accuracy of anything that makes your script wait will be hurt) since it'll be busy looping and doing nothing else for a considerable amount of time every frame.
here in framerate civilization? frame rate is EVERYTHING. framerate noobs start at 15 fps, whereas the framerate PROS all have smooth 60
Absolute cinema
U ruined my edging streak bro
Very cool idea! I'm not sure if you could access the depth buffer to stencil out the GUI element for proper scene mixing, but that would also be a great addition. I'm also not sure how this method would scale when used on many parts, as it seems like you're cloning the parts every "tick" and then deleting them on the next tick. It might be better to only copy all the parts you'd like to slow once, and then just copy the CFrame from the original part into the GUI viewport every tick.
Theres a game called “Cart Ride For Corndog” and it literally flattens your character & makes it all pixelated..?? Its so cool but this vid reminded me of that game 😅
Idk why but when i saw your notification i couldn't control myself i jus started jorkin it silly me gyattebayo 😁👊
Smash, next question
@@koo9ol😂😂😂😂😂ohh lord
hahaha so funny
Good video ByteBlox! Made my edge sesh better!
Everything instantly launched when i heard your voice
This is a no splash zone
You mean food?
i think since the script is a localscript and only appears for you, but you're already transparent initially in the server side, you will appear transparent to all other players regardless if you press e
4:13 i think roblox does raycast for his rendering
9:02 there a problem with that technique, the player will just get rendered before anything, so if a wall block the vue of the player, it won't the player will get rendered in front of the wall
and i love this, finally someone that explain everything like we are a beginner, and explain everything from the ground up
but you can just skip all of that and just make your own walking animation (and everything else) and make it with low keyframes with the none ease (with moon animator),
but what you did could be a good way to make a trail of the character for like a move or a skill or smth.
@FallenSoul3 bro wtf
@FallenSoul3 go eat this 🧨
Nop
That would be a tremendous amount of work to do for an ultimately meaningless effect, plus that wouldn't work for any partical effect or any other visual effect
@@Bruh-yd6cq oh then how do they do it? (im rlly new at scripting)
Byteblox bring back the dotted lines on the edges of your thumbnail’s
the videos that have had the dotted lines performed worse view-wise compared to the new plain thumbnails
he stopped edging
@@extremedifficulty9786gyatt 😳
byte please edge your video thumbnails more
@@zodiussalt weren't they also just older lol
1:10 spider man miles morales did this with the spider man miles movie skin its really cool how they did that!
Are you tweaking
after testing this out in the game you created, the low-fps camera is definitely really good. with your regular camera, you can see how your character lags, due to your camera position updating faster with the speed of your actual 3d character. the low-fps camera gives the illusion that the character is yes, moving at low fps, but also the camera doesn't move faster than the character, rather at the same speed. it makes it look much smoother.
Having a bit of delay, while still having the original model creates a cool afterimage which is perfect for FAST gameplay.
my favorite youtuber also its time to play hide the sausage oil up ill be there in 5 hours
sticky sausage
Check uranus
i remembered this video in class and busted on the teachers face but i said oopsie daisy so i didnt lose any aura
Anddd~ it’s all over the s-screen! Dattebayo! Peace out fam! Hope you had a skibidi evening!
WHY IS EVERYONE IN HEAT BRO😭😭‼️‼️
@@Ruzskii_AXwhat bubby ⁉️
@@Ruzskii_AX ITS RELEASING
@@Ruzskii_AXHeh.. Let's just say.. It's mating season 😘🤫
You could make the framerate higher the faster you go, I think that would work for a cool spiderverse effect or somth.
It looks like panning through the viewport in blender cycles.
I busted all over my screen to the tone of your voice
busted to this video, pretty good
The comment section seems nice
I didn’t realize ViewportFrames were a thing, those seem really powerful. Aside from the custom FPS trickery here, you could make some really interesting menu designs for a normal game by combining 3D models and 2D menus, like how the Persona series does menus in the later games.
That's actually an interesting idea. I'm not much into game development but I do understand programming on a basic level, and this looks like a very interesting use for GUI because before that I never thought it could be used that way.
Edit: The end result looks like an old shooter of the likes of Doom for some reason.
And another edit: couldn't you just make the wait function change the time of delay by pressing E? That way you wouldn't encounter any changes in the character model while switching, and by extension, you could make a system that controls the framerate by input.