Fast flags are being used as cheats

We are still working on a solution. In the meantime, please do share the FFlags being used for exploiting.

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server authoritative character solution seems like the way to go here. AuroraService might save us on this one
Pleading GIFs | Tenor

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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).

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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.

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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.

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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.

ZFeatureHarmony :smiling_face_with_tear:

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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

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The titlebar should really have a client setting to disable it, it’s messed me up so many times before I used the flag

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