Pretty sure this intentional because there is no way to read pixel density from lua, so there would be no way to enlarge the guis for phones that have HD screens.
Even if it’s intentional, this is in my top five mobile-related frustrations.
Upscaling is fine on higher DPI screens and when you’re using vector fonts, but there are problems–
Roblox doesn’t use vector fonts yet, so scaled text looks bad
The droid (natively 1440x2560) runs Roblox at 288x640. The iPhone has half the native resolution, but still gets twice the Roblox resolution despite comparatively dated hardware. ???
Yeah, other then the fact that Lua can fetch files. They can make a .dpi file (the dot makes it hidden inside Android/Data/ROBLOX_Folder) and use java to place the DPI in there.
@LMADev What Sharksie means is that the majority of the UI in ROBLOX games would suddenly look very small and may be even unusable on these devices due to the high DPI, because developers do not and currently also cannot compensate for this in the sizes of their UI elements, because they can’t read DPI from their Lua scripts.
@LMADev I’m not sure what you’re getting at; the core UI and in-game UI should be treated the same with respect to DPI and scaling.
However, the actual problem here is not scaling. It’s that Roblox for Android uses a much smaller base resolution than Roblox for iOS, regardless of the phone’s capabilities.
I just benchmarked both phones with 3DMark. The iPhone hovered around 14 fps. The Droid hit the ceiling at 60 and maxed out the score. There’s absolutely no reason Roblox should be using a lower resolution on the Droid.
On Android, we intentionally render at a lower resolution to improve performance on low-end devices.
I believe we may need to move to a system that takes the device’s specs into account when deciding rendering resolution. However, I can’t give any estimate on when (or even if) this might happen.