As you can see in the image the metal looks really bad and then I realised that my entire scene had alot of aliasing in it. Anti-aliasing is heavilly needed and is used in almost every game engine so I have no clue why there isn’t anti-aliasing in the Roblox engine.
It does have anti-aliasing, the engine just doesn’t enable it unless the player is on one of the higher graphics levels.
im on this highest setting, and if it did have it, it must be really crappy
roblox uses the industry standard MSAA for their anti-aliasing (a LOT of games do)
(i believe they use 4 or 8 samples im not too sure tho lowk forgot but not important anyway)
since you think its so ass, lemme show you what an actual non aliased pic looks like in roblox
(taken in-game at quality level 8 since anti aliasing is disabled until level 9)
now, this screen shot was taken at max quality (meaning aa is enabled), thats the only difference:
pretty night and day difference
if i were you i wouldn’t exactly try to put up much of an argument after this (only makes you look silly)
They should use TAA or DLAA also, this is max graphics at 1440p
take a look at the metal railings in this image
ohhhhh apologies i js moved back to 1080p from 1440p myself since ts broke ![]()
yea ngl you just reminded me of that issue, anti aliasing at anything higher than 1080p looks kinda ass because of their sample count, they could simply up it and greatly improve the look but at a very heavy performance costs for high resolutions.
also also, make sure you have that DPI fflag disabled (lmk if u dont) so roblox actually renders at 1440p and doesnt render a smaller resolution and scale it to match ur screen size
also also also, igu a studio fflag to see what MSAA looks like at higher samples, lmk if ur interested
Why dont they just put less samples on lower end devices and higher samples on higher end devices?
DLAA id assume is extremely complicated to integrate into the engine properly and 100% not worth the troubles since its Nvidia GPUs only
TAA is really really bad in my opinion, it quite literally uses a previous frame and blurs between them, making the image extremely blurry during movement but good when standing still
I also dont have that fast flag you were talking about on and i dont know how to enable it
well then that also means internally they need to categorize different devices power levels individually and then after do a lot of testing to find the correct numbers, and then have to keep doing that forever for every new device ykwim? not really the best solution, imo an actual samples setting bar would be very cool,
as a multi billion dollar corporation, they should definately be improving on these
ever used fishstrap or bloxstrap?
I used to use bloxstrap but now with all these anti exploit things they added, im afraid i might get banned
ah i get you, but bloxstrap doesnt do anything against TOS, it only has the ability to modify flags roblox announced your allowed to, so they themselves said its okay to modify those specifically, but even if you added a non allowed flag, the engine simply ignores it and you dont get a TOS action against you.
alright thanks, one more thing, can I apply bloxstrap features in studio?
yes, or at least fishstrap can since thats what i use, heres the dpi flag you want btw
DFFlagDisableDPIScale
and set it to True
OR
look for the setting since it should be built into bloxstrap too, and enable it:
This is what the graphics slider is supposed to do to begin with. Scale up/down the quality of all graphics depending on what the system is currently capable of at any given moment (if auto) or what has been manually set.





