That would be nice. My Laptop runs Roblox on lowest graphics, and it has less ram (0.17 less) than a switch! And switch has a similar processor. So it isn’t Far Fetched.
Because switch has Minecraft and Fortnite.
And switch would be running at its smooth 30fps that it does with Fortnite (if optimized) which would make it use less ram for graphics, hence letting it run.
Because my laptop has slightly less ram and can run 50-60FPS.
So far everything looks good and I’m excited for the future of roblox but I do have 1 question and 1 “issue”.
Don’t we already have a screenshot button? Or does this refer to sharing screenshots you’ve taken? (also while we’re here can we PLEASE get an update for the built in recorder, its laggy as hell and uses a file time that most editing software doesn’t take (in fact not even the devforum takes the damn file))
Are there any news for margins on shapecasts? One of the intended use cases for shapecasts is character controllers but they are not possible without margins.
It’s not just our game either. Many other game creators are facing the same issue. A common goal these creators and I have is that our games are aimed to be high realistic.
However, I won’t be ignorant to think it is entirely ROBLOX, and would love to know how I can fully diagnose this issue if it is actually our problem.
I’d like to say the features being added enables Web Developers to communicate with the API easier. Overall, the v1 cloud could use a performance hit as it’s fairly swell to use, but would like to have the ease of access that V2 introduces.
Amazing to see coming from Roblox. Along with the File Sync, I’d assume that’s currently released for Beta testers at the moment until ready for prod?
honestly i would agree with roblox for linux needing more love but its kinda of a pain to account for all of the distros IMO, especially when there are some distros that use different installer formats.
but yeah both platforms for roblox would be nice and would complete the list
A lot of stuff that we shouldve had ages ago is finally coming. Mesh and texture api, unreliable remote events, audio api. These are things which give us true control over the engine, and they should have always been absolute top priority. Im glad, it’s better now than never, but theres still a lot left to do. We still need writable shaders along with some form of graphics api, custom materials still lack a ton of features, textures need filtering options and support for higher resolutions, the physics engine needs lower-level features exposed, etc etc. You need to continue to give us as much control as possible, this is a very good path youre on. Things like customizable grass height are nice and all, but if it were possible we couldve made our own grass by now.
(Please do implement this as well, ideally with little delay; losing the Excel spreadsheets was quite a loss for me. A modern and officially supported data export API would be amazing.)
I agree with this. Our game has a massive 25x25 baseplate map that includes lots of structures and trees. The map alone uses up ~4000mb of memory. The map also has to be duplicated to allow for regeneration, which adds another ~1000 mb of memory, and then ~500mb for StreamingEnabled. This comes out to 5500mb of server memory JUST TO SUPPORT THE MAP.
We are also having retention issues due to servers hitting the cap and crashing. It has put us at essentially a roadblock as far as any further map updates go, as the current cap space allows for 1-2 hours of server up-time as is, and eating up any more of that with map content will just cause servers to crash even sooner.
ROBLOX is not what it used to be, as creators and games evolve to be bigger and more realistic, a 6.25 GB server memory cap is simply not enough.