Earn a Higher Revenue Share for $9.99+ Paid Access Experiences

Its possible to make high quality games compared to other roblox games, and only by very talented developers. The developers of those games are very talented, but you can see the engine limitations if you compare it with an UE5 or Unity title.

Well that doesn’t really change what I am trying to say, I feel like you are misunderstanding what I am getting at. Giving a lower percentage for a lower price rewards those who sell for a higher price. I am not saying 50% is bad in comparison to DevEx, I am saying it should be a fixed rate regardless of price.

That is true, but this feature doesn’t make sense. I am not going to pay real money for a Roblox game, especially not 50 USD. No matter how talented the developer is, I simply know the engine’s limitations, and can get much better value looking at non Roblox games.

I’m sure it definitely is for you.

At this point add builders club only games again.

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its cool, but its going to be like steam now on roblox too…

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Vertex/Fragment Shaders are an important aspect of games, yet we’re stuck with Roblox’s default shaders. If you want to make a hyper-realistic game like frontlines or that VR game, or a game in the traditional “low-poly” art style, then Roblox is perfect since the engine supports it. Else, you’re out of luck. Something as simple as cell-shading becomes difficult when we have no real control over lighting. (eg ambient occlusion is forced to be enabled on higher graphic level settings)

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I think the idea here is to continue pushing away from the idea that roblox is a game and that its for kids. If I had to draw comparison, Id say roblox is trying to be kind of like xbox gamepass(?) for users where you can just start playing high quality games for a range of ages that just so happen to be built with the same engine

unlike xbox cloud though, roblox is able run on a users hardware instead of over the cloud, allowing for smoother gameplay (even on spottier networks)

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I agree. I would love for Roblox to explore avenues where we have more expression over game fidelity and visual appearance. It’s something that should be researched more.

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Any updates on supporting different currencies rather than just USD? or is that already a thing? Since we use MAD (Moroccan Dirham) and I’m forced to pay a currency exchange fee everytime I buy with USD.

How does this affect DLC gamepasses? If a game like doors was paid access and added a gamepass that unlocks extra rooms, would this be considered “an additional paywall” and thus be against the rules?

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Pricing needs to be open for developers to decide, not set amount of prices.

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Im pretty sure they mentioned ‘core game’ specifically in relation to this case but further clarification would be nice since this isnt super well defined

Hyper realistic from 2010*. We can think about hyper realistic when they give us Global Illumination or vertex/fragment shaders as you said. And yes I wanted to make a cel/toon shaded game aswell but struggled.

Roblox be adding anything but shaders, Even if you make shaders its horribly slow and low on fps.
Like who is going to use Party, or All of the features they added so far.

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I have the perfect shameless plug for you! (this is a joke, its open source and free now)


(cpu graph is from when I was using obs)

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Thats amazing, you should explore other engines! You have good talent if you managed this in Roblox!

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I don’t know why people focus on a lack of shaders when the real problem is relying on a slider for everything related to graphics.

We’ve asked multiple times for advanced graphics settings and common staff responses ranged from none-we’re gonna automate this-no.

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This is very true aswell, render distance by graphics quality slider.

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kind of a strange take given shaders are quite literally the foundation of rendering but I do get it.

It would just be nice to see even a super handicapped form of shader graph focused around generating simpler procedural materials, images and simpler post processing effects

I do also understand what a huge technical undertaking this is, from integrating it into studio’s ux to getting it to work with the current image system to making it work properly on all supported devices, its kind of a nightmare, It just seems like something they should be focused on implementing in under like 2-3 years, especially related to updates like this pushing for more complex high-quality games. I wonder how possible it is to use the infrastructure built with editable image + editable mesh but with gpu-side rendering

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Fair enough lol.

Honestly for cell shading we wouldn’t even need custom shaders, just more control over the lighting system. The problem is that developers have so little control, that there leaves little room for any artistic/stylistic choices.

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