I’ve patched around 90% of the “bad” FFlags in my game and it’s a task that’s extremely trivial to accomplish.
Just because some flags can be used maliciously does not mean the system should be locked as you are suggesting. There are many flags Roblox would prevent from being changed which are useful or wouldn’t want shut off like many of the telemetry flags.
Roblox should just be more careful with what they make flags instead of disabling the ability because a couple of people use it to walk fast which just gets patched anyways.
FEATURE flags are not a bug. People misusing them is also, not a bug. This shouldn’t even be a bug report.
Have you seen the state of Feature Requests right now?
I somewhat agree, but these are also important debugging tools for developers, especially since adding anticheat for most of these will also prevent exploiters.
Overall, pyx, visuile, and circuit all have great points on why they should be kept, and just as it inconveniences some developers, they help others. They cannot just flat out remove them if people can argue the EXACT OPPOSITE of what your point is and still have it sound good.
you said it yourself, only 90%. not 100. Roblox needs to take responsibility and patch these as they become problematic.
You’re right, they should be careful. They should also disable flags that are being abused until they can be made safe.
No? I’m advocating that there is a problem being created by flag abuse, and that Roblox can do something about it. If people have use cases for flags, you should make threads, or post support on threads to advocate for features.
This thread isn’t some ultimate debate on the issue, and it’s frustrating that it’s being used as one. The entire point of the thread is signal amplifying a problem that flags are creating - that’s why it’s a bug report.
Please yall, go argue the merits of flags and the issues of Roblox not implementing certain features more prominently in another thread. Your efforts are wasted here.
90% is obviously referring to the ones they know about and/or are important. They are saying that not all of them need to be removed asap.
Roblox is, and have been doing things about it before this topic was made. Also, I don’t think that makes something fall under a bug report. You are a regular; you have access to Feature Requests. IMO this would be more appropriate there, rather than as a bug report (as it still isn’t a bug), as something like “Remove cheating FFlags” or “FFlags being abused for unfair advantages”.
This topic has gotten FFlags that were not being used as cheats/useful for testing (such as the precise 21 bar graphics quality) removed (or people assumed this post led to it, but of course if stuff like that happens after a post like this, they’re gonna flock there).
People who used them noticed, saw that this post was actively being seen by staff, who have even asked questions on what FFlags people were actively using and what to keep. It’s only natural that things like this happen, and discussion is natural and should be allowed on a subject like this one that can heavily impact performance and debugging.
No, it wouldn’t. Like I said the intent of this was to signal boost the problem that flags are causing. I’m not asking them to remove flags used for cheating, I’m trying to make them more aware that they are being used for cheating.
It’s a different story if I was asking for a menu for a game specific flag blocker - but I’m not. It’s not my job to supply a solution to Roblox for these issues, it’s my job to explain the problem I’m having with their platform. I’m not asking for a feature. I’m reporting a bug.
Flags change, come and go, and turn on/off all the time. The entire point of them as an engine feature is to operate as a temporary control panel for Roblox to make changes without introducing the idea of permanent features to users / to avoid the risk of taking features away before they’re “released”.
They are inherently not permanent, or even public facing features. You have to tinker in some way to edit them, they are arguably not for players to use as any kind of “settings menu”. The entire point of this thread, is to highlight that something players aren’t intended to be using, is being abused to cheat.
It’s unfair to point to to this thread as “the” reason for certain “non harmful” flags being removed. It makes it sound like there is a fundamental misunderstanding floating around of the purpose of flags and the permanence of them.
If flags happened to provide features that we’re useful, then go make and support threads for those features. Arguing that Roblox doesn’t need to do anything about a problem (which people have done in this thread) is a very backwards way of advocating for features that are helpful for you as a player or developer.
It’s one thing to have a conversation about the staff responses to this thread, it’s another to argue with the premise of the thread and hijack it for another purpose.
Been having problems with this in my game as of February 9th, 2025. People are using really nasty FFlags to cheat really badly, and I don’t know how I’m supposed to detect them.
what FFlags do they use? i feel like it’s locking fps and RenderStepped doesn’t account for that?
We are still working on a solution. In the meantime, please do share the FFlags being used for exploiting.
server authoritative character solution seems like the way to go here. AuroraService might save us on this one
yeah but i doubt every game will benefit from server authoritative character (unless it’s like Source where client also tries to predict the server), i think they might have to remove FFlags from being used on the client (tho Studio will still allow FFlags)
maybe they might add some alternative for the people who like to tweak their clients or something idk i’m not familiar with fflags but i do know some people like to use em
That’s the minimum standard for Server-Authoritative networking models. Clients predict and correct their predictions in order to prevent huge amounts of input lag.
Latency will be the big issue roblox bedwars use chickynoid but they still have exploiters teleporting,speeding and stuff
I’m not familiar with FFlags, never used them myself, but after looking into them, I saw there’s one that allows disabling the fog/atmosphere. If that’s true, would it be possible to allow devs to force disable specific FFlags on their game, based on their case specific situation, or can this be easily bypassed?
One of my games is going to use fog (atmosphere) as a way to reduce visibility at long distances, which would make people disabling it have an unfair advantage. As you can imagine, I would like to prevent people from doing this.
FFlags are quite frequently used for cheating. Generally speaking, FFlags used to be Roblox internal only, but over the years, they have taken on a life of their own to the point that the FFlag system is used in-house for a lot more than external folks see. This makes the whole project somewhat tricky; however, we are committed to providing an acceptable solution for everybody (acceptable doesn’t mean painless though).
It has been stated before, but let me restate it: the ideal scenario is that if a FFlag is used a lot and the community feels using it is an absolute must to enrich the experience, it should become a feature that can be accessed through officially supported means such as a UI, just as it happened with adjustable frame rate. Of course, turning a FFlag into a usable feature takes effort so those things don’t happen overnight.
I am certain that DFIntDebugFRMQualityLevelOverride
FFlag is one of, if not the most widely used FFlag that the community uses, and have installed third-party FFlag adjuster programs like Bloxstrap for it the most. In addition to that, the community has been asking for advanced graphics quality controls for many years, and these requests have only significantly increased recently.
Unfortunately, Roblox still refuses to implement functionality similar to what the FFlag offer in the shape of advanced graphics quality controls and believes that their non-existent automatic tuning system that if anything, only works on automatic graphics setting and functions horribly can adjust the quality of things in games automatically for different hardwares and adapt to them.
The excuse that most Roblox players are children and don’t know the terms of advanced graphics quality controls is a very weak one, as even Minecraft have fully custom graphics quality controls and is doing fine with them. Besides, many basic indie Mobile games do too, even if they’re more basic and less effective, it doesn’t change the fact that they at least do have them.
I hope Roblox reevaluates their decision not to support and implement advanced graphics quality controls, while the FFlag DFIntDebugFRMQualityLevelOverride
is the only reason I and many others with weaker hardware can play Roblox with an acceptable render distance and frame rates.
Can agree, I use this to separate render distance from the rest of my graphics quality stuff. We should get some sort of advanced graphics menu to adjust this sort of stuff in the client.
I hope Fast Flags such as: “FIntRobloxGuiBlurIntensity” and “FIntFullscreenTitleBarTriggerDelayMillis” still will be allowed. Fullscreen title bar sometimes is annoying when UI button on top of the screen. Disconnect blur size set to 0 looks better for me
The titlebar should really have a client setting to disable it, it’s messed me up so many times before I used the flag