Emission map support on SurfaceAppearances

Yeah, I agree with you. It would make sense to create a feature request post separately to remove OpenGL ES 2.0 support and list all the reasons there. @tabby0x, I recommended you to create one if you can.

been a year since I checked in on this, any word?

Yeah, unfortunately i cant create feature requests, only bug reports.

roblox doesnt run on feature levels below GL 3.2/ES 3.0

ive tried to run it on a GL 3.1 device (which is ES 3.0 minus a few extensions) and it crashes on launch

DId you look at this here?

https://devforum.roblox.com/t/roblox-needs-to-drop-support-for-opengl-es-20-and-require-opengl-es-30-as-the-minimum-for-mobile/3167041/17

https://devforum.roblox.com/t/roblox-needs-to-drop-support-for-opengl-es-20-and-require-opengl-es-30-as-the-minimum-for-mobile/3167041/16

Well, this was only a few days ago and this person was clearly able to use GL ES 2.0?

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“able to use” and “reporting version” are two seperate things

I could spoof a version of ES 1.0 on any device and it would run since roblox removed the check for pre ES 3.0 (its already marked as a requirement so why bother)

If it could run on ES 2.0 it would run on GL 2.1 which makes no sense since the HD 3000 I ran the game on refused to launch it do to not having GL 3.2 when in GL mode (dx worked fine but thats obvious)

edit: also thats a thread where I literally commented this exact thing

But why would a literal rendering engineer at RDC tell me that it’s still supported?

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Honestly thats confusing me, I have evidence that the game doesn’t run on anything less than GL 3.2 and ES 3.0 but the core rendering still has to maintain compatibility/still works according to an engineer? Makes no sense why if it supports ES 2.0 / GL 2.1 it wont run on the device I tested it on in GL mode.

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What is the device that you tested this on?

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Desktop apparently, not mobile. This is why I say it makes no sense here.

YES. OpenGL ES 2.0 is essentially just OpenGL 2 with some functionality stripped, this doesn’t mean that GL 2 will work on desktop just because GL ES 2 works on mobile though.

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Because as far as I know, Roblox has a Shader compiler in their source code (yes I looked at the 2016 leak out of curiosity.) And said Shader compiler has very specific target platforms you can specify. And I’m pretty sure if said target graphics API is missing yeah, Roblox will just crash and not launch.

ThinkPad E520

Why would they target GL 3.2 on desktop when the game works with GL 2?

There is already confirmation from a Roblox staff that the deprecation of OpenGL ES 2.0 is put on hold. That means it is currently supported and OpenGL ES 2.0 devices should be able to run Roblox without any problems.

https://devforum.roblox.com/t/roblox-needs-to-drop-support-for-opengl-es-20-and-require-opengl-es-30-as-the-minimum-for-mobile/3167041/52?u=itzaidfoplays390

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Bump, especially helpful if it’s an addition to particle emitters (along with normal maps)

ok so the roblox engineers just arent sane

got it

why did they drop DX 9 if they still support an API thats equivalent and supported on DX 9 only devices and why cant desktops use an API thats supported on phone??? makes no sense

I tested it out today to fully confirm it works and yeah, GL ES 2 on max graphics looks absolutely horrendous. I enabled hardware gpu rendering in Android studio on GLES 2 and it still did not manage to run at more than 30fps :sob:

This is on max graphics btw :skull::skull::skull:

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When I used GL ES 3.1 it ran WAY more stable at 60fps on max graphics and didn’t look as bad.

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every passing day i lose more hope in roblox developers

if you let THIS happen add back DX9, it wasnt nearly as bad as THAT

PlEASE PLEASE PLEASE PLEASE PLEASE PLEASE P,LEASE,

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They have no priority on this from the looks of it :pensive:

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