Graphics quality affects particle emitters?

In my game, the graphics quality affecting particle emission rates decreases the smoothness and quality of some aspects of my game.
I’m wondering if there are any possible solutions to avoiding this, and if so how?

Any solutions given are appreciated :upside_down_face:

3 Likes

There aren’t really an easy way but you can do the :Emit method for particle emitters

ParticleEmitter:Emit(20 -- number of particles)

This one disregards the Graphics Quality so even if you’re at 1 it will still emit 20 particles. You do have to create your system to continuously emit.

To clear the emitted particles you can do the :Clear method.

3 Likes

seems like it’d reach the goal but its tedious. Thanks for the help.

1 Like

Pretty sure that isn’t true. If you spawn 1 particle, it could spawn 5-10 at high graphics qualities.

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A solution that worked for me, and hopefully others coming across this post, was this code here:

local lastSetting = -1
game:GetService("RunService").RenderStepped:connect(function()
	local GraphicsLevel = UserSettings().GameSettings.SavedQualityLevel.Value
	
	for i,v in pairs(workspace:GetDescendants())do
		if v:IsA("ParticleEmitter")then
			if not particlesFixed[v] then
				local EmitterRealRate = v.Rate
				v.Rate = EmitterRealRate * 10 / GraphicsLevel
				particlesFixed[v] = EmitterRealRate
			elseif GraphicsLevel ~= lastSetting then
				local EmitterRealRate = particlesFixed[v]
				v.Rate = EmitterRealRate * 10 / GraphicsLevel
				particlesFixed[v] = EmitterRealRate
			end
			
		end
	end
	lastSetting = GraphicsLevel
end) 

this snippet is the math behind this:

v.Rate = EmitterRealRate * 10 / GraphicsLevel

It shows how you calculate a rate based on graphics level and original emit rate

4 Likes

Actually it’s true, it disregards Roblox Graphics Quality and it was also stated in the Documentation…

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