As you can see, in the bottom left, my total render is higher on 60 fps cap, and lower on 240, this doesnt make sense though, why would it render more when fps is capped?
I confirm that I also get this behavior. I slightly get more ping (~25+) more when the FPS is capped at 60 as opposed to when it is capped at 240 (though my laptop can only get up to ~160 max on the lowest graphics quality setting). The ping also significantly increase when I set my graphics quality level to the maximum and start lagging and getting very low FPS, which further confirms this issue. Why is rendering/FPS connected to ping in Roblox? It doesn’t make any sense at all to me.
I can vouch for this. When my fps is capped to 60, i get 120-130 ping (closest server), however, when i set cap to 240, my ping reduces to 110. What the helllll?
I hope this gets seen, because when diagnosing a game’s rendering and performance, its inaccurate, its almost as if the engine slows itself down, which doesnt make sense, and if you have a low end device or playing an unoptimized game, it could get even worse for no apparent reason.
It might be because at 60 fps, its limiting the amount of data it can send to the client, but i feel like this could be changed with some simple fixes, like if it wasnt linked to your fps, and could be its own seperate thing, because not everyone is able to reach high fps, so they cant do accurate measuring.
The entire point of the frame rate and the physics engine being coupled together itself is a big problem and should be resolved. The concept is very stupid. The physics engine is capped at 240hz and so you’re forced to only cap the FPS in Roblox for up to 240 because you’ll have some problems for rates higher than that. You can notice that when your FPS is lower in games you’ll move slower, physics operations get slower, etc and vice versa.
Anyhow, it also seems like the ping and frame rates are coupled together too as this bug report have proven. Somehow lower FPS can result in higher ping. Both issues should be resolved.
The Engine must finish rendering the previous frame before it starts rendering the next (i.e. the “Asynchronous Render” block before “Network Receive”). Thus, more FPS reduces ping because the Engine spends less time waiting for a frame to finish and can poll network events more frequently