i think we will have fast flag editor in roblox without abusive fast flags
This is obviously not true and is the same type of logic people used for the audio update and the Youtube dislike update. Both (or all three possibly) are horrible changes which benefit nobody because of a minority misusing the system instead of developing proper solutions.
Blocking a useful debugging tool most people use with good intent because of the 1% is nothing short of lazy on Robloxâs end.
This is more of a 5am rant but I feel like yâall are too sensitive over ârunning the gaming experienceâ. People exploiting and cheating to ruin the game is obviously no fun because that ruins the entire game but people having oversized avatars and feee limited is funny rather than harmful and you guys should stop overreacting.
Crazy, I posted this a year ago and now the amount of cheaters has risen over 300% sinceâŚ
Fast flags now seem like a minor issue now in comparison to the amount of script execution tools available, but removing some of the abusable ones would be good. Roblox should add more advanced graphics options so people didnât have to rely on fast flags to tweak things. Roblox wants to be an engine for all games but not every game should use the same graphics scaling. Many games become unplayable when Robloxâs existing graphics settings get lowered due to how severely it cuts render distance.
the DFIntDebugFRMQualityLevelOverride is very useful for me
so my pc doesnât have to ascend to heavens
please donât remove it, thank you
I wonder what led to this post suddenly getting very active again, I assume to has to do with Bloxynews recent Twitter post about Roblox soon removing the ability to adjust FFlags in an upcoming client release with no evident proof whatsoever? Not saying itâs not gonna happen, but no proof it is happening soon with an upcoming client release.
Back to the main topic. I think Roblox should either keep the ability to adjust a limited number of useful non-abusive FFlags or just add them as official settings with a UI interface to adjust them or even both.
Let me explain further, if they canât add all of the useful non-abusive FFlags all at once right now, then they can gradually add them, and in the meantime allow these FFlags to be available to be adjustable.
It would also heavily benefit Mobile users to have advanced graphics quality controls. If the advanced graphics quality controls that Roblox is going to add is going to be more than just separating render distance from other parameters then it is going to be even more useful, effective and flexible.
Can we also please get the option to disable game purchase pop-ups in games and/or platform wide? There was an FFlag that would have the pop-up appear, but with it erroring preventing the purchase of gamepasses. Some cheaply made games, mostly tycoons, got buttons on the ground that activates the pop-up to purchase a gamepass, theyâre put almost everywhere that you need to move on that it is hard to move without the pop-up showing every few seconds, which can result in accidentally purchasing a gamepass without user intention.
As long as the FPS stays customizable im okay with it, i have a 165hz screen and i use Bloxstrap to get Roblox to run at that framerate since it isnt an option in the normal client.
A cool solution for this would be vertical sync, but given how long it took for FPS editing in the client letâs give it a few more years lol
you can change the framerate cap manually if you go to %localappdata%/roblox/globalbasicsettings_13.xml and find the FramerateCap line
Now that fast flags will be limited moving forward, will users still be able to set a custom rendering API such as Vulkan, OpenGL, DirectX 11, and so on?
Bloxstrap dev(s) also talked about it happening in their Discord server, albeit without providing any proof. So I guess itâs really happening soon. It would be cool for Roblox to give us details on how it will be done though. Letâs just hope for the best.
With the removal of changing fflags locally, will true full screen (Alt + Enter) be added back (not borderless windows (F11)? We currently have to add it manually through this fast flag:
"FFlagHandleAltEnterFullscreenManually"
Additional Information below:
Add support for Fullscreen - Feature Requests / Engine Features - Developer Forum | Roblox
I use fast flags to improve my gameplay experience by changing rendering features so my PC does not explode, i feel like Roblox should keep flags that cant be abused as this might be detrimental to thousands of users who use Fast Flags everyday for a better experience.
So uh, why not to block only some fast flags which are being used to âcheatâ in games, instead of blocking ALL fast flags at all. For example, lotâs of them are used to improve roblox perfomance on low-end PC/laptop, and they do really help and work (I can personally confirm this as I use them myself.)
Other than custom framerates, downscaling texture quality, disabling anti-aliasing features, using another lighting engine, and using an older rendering engine, I donât think these flags are really that useful in any kind of legitimate usage.
Lots of said âperformance-improvementâ flags could also introduce unfair advantages, and sometimes be used for cheating too, such as:
- Disabling blur / post-processing effects
- Reducing mesh/union quality by forcing LoD (level of detail) to the lowest level
- Disabling shadows
@Dogekidd2012 Hi, just wanted to point out that "FFlagHandleAltEnterFullscreenManually"
used to be false
by default until 2021, and then for some reason it was changed to true
. It would be great if you could consider setting it back to false
by default, since it allows true fullscreen (better input latency and FPS) without needing ClientAppSettings.json
every update. Thanks!
Tbh, im not mad at roblox removing FFlags, they were meant to be used only by engineers an staff, not the general userbase.
They first have to fix the bugs that appear with Exclusive Fullscreen (True Fullscreen) before enabling this FFlag and there are quite numerous bugs that occur with this fullscreen mode such as webview pages not appearing.
Also, I thought they added it back, what happened? Did they only add the FFlag back and didnât enable it officially or meant to enable it officially and never did?
Thatâs right, however it doesnât change the fact that these FFlags provide functionality that could be very useful for the general userbase and arenât available by default. If Roblox actually listened to its userbase and added functionality like advanced graphics quality controls and other useful functionality that FFlags offer nowadays and canât be compensated then nobody is gonna ask to keep the ability to adjust client FFlags anymore.
You shouldnât have to meddle with internal flags in order to get good performance on low-end computers.
They arenât removing all fflags. Specific widely used fflags will be put on a whitelist and ideally implemented as client settings in the future.
Dunno where people got the idea that all flags are being removed from (bloxstrap, matt worded his announcement very poorly, maybe on purpose) but this is not happening according to the aforementioned responses.
No clue why this post would suddenly become active other than that.
If you guys remember, something similar to this happened before on a massive scale to the point where even I got baited into thinking bloxstrap was getting people banned.
Well we do, so I donât really know what to say about that. The most used performance flag seperates graphics quality and render distance, allowing you to see much farther without adding extra unnececary things since you can barely see anything on low graphics quality. Some games are genuinely unplayable since these are tied together.