This feature already exists provided by third-party services as well as editing the Roblox XML file located locally on your PC.
Adding official support would be nice given the shift in monitor gaming and setting a better impression especially on comp players & speedrunners who’d tend to rely on additional FPS more often for faster results and such.
I never heard of this so do find and send it here. It’d be interesting to hear the reason for this and if it still holds up as even being valid to begin with.
@tnavarts can you give a better explanation on this showing corroborative details on what causes for unstable performance in physics simulation, such as what’s showing as effectively unstable.
I’d appreciate a documented testwork of the higher FPS settings with actual evidential details to know that this isn’t simply just being discarded and to try find workarounds because higher hertz in monitor tech is becoming moreso the industry standard, and that definitely speaks for beyond 240hz/fps in contextual with this.
As said before, the engine does not support FPS above 240 to the extent that we feel comfortable providing this as an option. It does for the most part work, but we still have a non-negligible number of bugs tracked that only happen above 240. For example, I believe the delta times of Heartbeat functions are wrong when above that threshold.
Fixing these is not out of the question, but is not something we are prioritizing at this time.
Just for example, if the game loop steps at >240Hz, because physics sim is still at a fixed 240Hz, you may get logic frames with no corresponding physics step. That’s a weird condition for game logic to deal with because a script may see an object standing still in the same place between two frames even though it’s actually moving.
So the physics sim variables need to be updated taken what I gathered from this.
Obviously havin’ the game loop steps be greater than the physics sim hz isn’t going to increase the overall hz when there are things preventing that. At least that logic applies to the physics sim itself because it’s fixed and encoded that way.
I have a question then given all of this, will you be introducing higher Fixed FPS options in the setting to adjust FPS given the next foreseen update or will you actually take the route of maximizing the capabilities of physics sim FPS and name that as the “uncapped FPS” option. I’m asking out of curiosity. I’m only taking guesses here due to the fact that I don’t actually have the script in front of me to read from, but this is kind of the logic I’ve gathered from this discussion.
Like there’s clearly multiple variables and conditions that have to be set for a true FPS change to be set, and not just a matter of the user doing it locally hence why I made this request. I kinda figured the different logic frames part due to Roblox’s given system honestly.
Again, thanks for the insight.
I am interested in seeing progress in this and I would be curious even to see how you guys calculate for each module, function, variable, etc.
To be frank, you’ll see further FPS cap increase when it’s something that starts to hold back the platform. Even in areas that do really want low latency, at 240Hz the raw framerate is not the thing holding back progress.