No. Do you happen to have a Nvidia GPU? Forcing vsync off in control panel MIGHT help
I have an AMD, Ill try that in AMD’s version of the panel. edit: turning on FreeSync fixed it kind of, still sometimes tears, I guess I’ll just play on windowed for now…
I’d appreciate if another, higher fps option (or custom / uncapped) was added [even if it was just for studio]. I get that capping the fps can be important for developers, but when I’m testing my own games I want to be able to experience the fps my computer and monitor can handle.
roblox does use the GPU, see 100% utilised!! also, if it was software rendered, it would run at like 10fps, and I doubt future lighting would even be possible.
75Hz and 165Hz option when? Really any value from 30-240 should be allowed.
When will this option be available for MacOS users? We still don’t have this option in the ARM-64 version of ROBLOX.
as i was saying…
30CharMin
Put this in a LocalScript in StarterPlayerScripts. I hope this helps.
local FPSCap = 30 --lets say you set this to 100, if the player cannot reach 100 normally it might look like it's capped at a lower number when it's not
local osclock = os.clock()
while true do
while osclock + 1/FPSCap > os.clock() do end
task.wait()
osclock = os.clock()
end
I’m curious how giving developers the ability to read (not write) a client’s maximum framerate setting could possibly be abused/taken advantage of.
The easiest argument for this is detail levels and device performance. Developers need a way to see what the client max FPS is set to.
If a client has the max FPS set for 240 FPS but we only measure 20 FPS then some detail levels need to be lowered to bring up the FPS of the client. This can also help with debugging issues in your game. This can also be used as a “generalization” of the device speed. If someone has their max locked at 240 fps, one can expect they must be using a high end device so turning up the detail levels is safer to assume.
Just like the developer can script access what “detail” level the client has set, they should be able to have script access to what the client “max fps” is, just as read-only; to work out game performance planning.
99% of monitors don’t run any faster than that atp, and humans can barely notice a difference above they amount snyway
There are 540 fps gaming monitors like people have been saying before, and 360 is the most common for comp.
Hey, any updates to the Maximum Framerate slider being enabled on Macs? Before it was released, when I manually overridden the flag, it works as expected.
How do you override the flag… on Mac? I definitely have, and need support for Mac frame-rate increasing.
I understand that you are aware that these options don’t cover all framerates (I’ve read many of the other comments asking for 75, 165, etc). But while most people wouldn’t find use of this feature, some of us with capable monitors and computers want to (and have been running) ~360fps+ for a long time, and this update felt more like a downgrade, If it would hurt performance too much in games or something maybe just add the unlimited fps feature to studio?? Idk I just want to be able to experience the fps my monitor and computer can output.
What about 30 FPS? It used to be in the Max FPS settings but it no longer is also I had the Max FPS settings before this post but then i lost it and then i got it back
removed due to glitchers
alot of people want this but this won’t happen because the engineers won’t untie the physics from the framerate lol
Can we also have an option for 160hz?
Hopefully soon they will allow a customized max FPS rate instead of limiting thresholds. I’m glad this feature was added and we are no longer stuck at 60fps cap anymore.
its been very long when will you add this feature for Mac I use a MacBook personally and I am very sad this feature is not available to me and other people who use Mac like asimo3089 or my brother