For a roblox run-time raytracer, it is a pretty good solution for a lot of devs and hobbyist.
And depending on the game, you can get a higher frame rate by adjusting some settings and tuning it to your liking. The videos shown on my forum post are highest graphics settings enabled, which ofc means it will run a bit slower and then you can down the settings a bit.
This still is a raytracer, so you’ll ofc run into performance issues just like with any raytracing attempt on roblox, as you’ve mentioned before. Trying to get much higher resolution with nice looking textures and stuff and a responsive renderer just isn’t feasible for roblox games via raytracing, especially on mobile.
This has never been the case. The renderer has tons of settings and are very customizable, including the resolution.
Can even get +60 FPS at 200x120 if we disable some of the more intensive settings.
You can completely disable that, and down some settings a bit and you can honestly get a very pleasing results.
RetroRaster was designed like a template, It can get higher resoltuions, but you can disable all kinds of rendering stuff, just like with a custom one. So it’s pretty well as good as a roblox raytracer can get.
I might even experiment with polygon rendering at some point honestly as I know you can definitely recreate PS1 or even Nintendo-like game engines via EditableImage.
Well, this just isn’t true. It’s up to the developer as It depends on the game. It could be a very nice and detailed game designed for PC and console only for example (or I guess you could call it a AAA title), or it could be a moderately detailed and a large open world game for an example (which would only be suitable for mid-end devices or higher)
I like to treat roblox similar to a platform like steam, a library of games with different variants of quality and performance requirements. There are markets for a high-end games, low-end games, etc, but generally, yes you do tend to aim more for mid-end / low-end devices, but this isn’t always the case