Thanks to community reports, we’ve been made aware of an issue that concerns how Roblox Studio interacts with frame late limiting tools, such as RivaTuner Statistics Server or the Max Frame Rate setting in the NVIDIA Control Panel.
Using these tools results in Studio running at a fraction of the specified frame rate limit. This fraction may change depending on which Studio features are used. If they are causing issues for you in Studio, we ask that you temporarily disable these utilities. Here’s how to access these settings in the NVIDIA Control Panel and RivaTuner.
If you still want this feature for games, you may be able to limit your games individually as a temporary work-around.
We are actively exploring ways to provide you a way to limit the frame rate of Studio as expected but it’s too early to give an ETA at this time. We will post updates to this thread as we have more to share.
roblox studio frame limits are sync to roblox player frame limits. which can be pretty annoying to change. i hope they will change it in the futur by making this as an setting.
I would really like the ability to set which FPS the client can use. It should be added in game settings and allow you to toggle on and off a FPS setting. I have seen some games use FPS detection because they don’t really want or know how to update the scripts.
It’s existed for quite some time. It bubbled up recently as we were getting strange complaints with the new UI system running slower FPS than the old UI.
One of the reason I use Nvidia’s framerate limiter is because a lot of applications (such as Roblox) don’t have a custom option to sync with my monitor.
My monitor is like 165 hz, the only options I have however is 144 or 240.
I think we have a good handle on the problem now. The solution is something we need to coordinate with our engine team but our ideal is something controllable via Studio settings.
I also did notice certain animations in the new studio beta were noticeably choppier with this option enabled. Vulkan solves the problem, but at the expense of texture quality when using textures in specific scenarios, like custom avatar rigs. It does work if you absolutely need frame limiting.
Some devices depend on Max Frame Rates to curb CPU bottlenecks so it’s incredibly important we have this looked into.
Notably, someone stated they did not experience this on their RTX 5090 on that same thread I linked. Could this possibly be related to variable refresh rate displays / gsync? I don’t use either, so I wonder if one of those are what solved it for that user. Just a theory.
It would be a good idea to post a feature request or show support to an existing one regarding this limitation so that more visibility is brought on the topic. However, as a temporary solution, you can use these FFlags:
Thanks. Now for limiting the client fps Roblox should add a Vsync setting to sync automatically with the monitor refresh rate for those with a monitor that does 100HZ or 165HZ (because for now there’s no choices for these refresh rates), it would stop screen tearing for the examples I mentioned.
using any sort of lerp function with RunService’s “deltaTime” parameter is not accurate, I have had this issue for years upon years, my players with high framerates have higher intense cframe lerping due to their high framerate