Yeah, we have repeatedly emphasised and continue to emphasise that Roblox’s automatic translations are a disgrace for some languages. I can confirm this at least for my native language, Turkish. Since the release of automatic translations on the platform, the Turkish language has not improved at all and has continued on the same path.
AI cannot detect context at all, most strings will be confusing to read and totally not readable or understood. Translation feedback is only valid for the currently reported experience. What about other experiences? Will the automatic translation be able to apply the context of the game we just reported for the other experiences?
This is great! I’ve sometimes noticed minor errors when Roblox translates into other languages, and this feature makes it much easier to report these errors!
I noticed a few slight bugs with Translation Feedback.
If your experience has a GUI frame overlaying text on a Surface GUI, it’s impossible to report the translated text as inaccurate. In this scenario, I can only choose to report translated text on the semi-transparent frame without text, the buttons, and the proximity prompt (see blue overlay for selecting a semi-transparent frame). Is there any way to fix this without removing the frame?
Cool but the localizations table and are still fundamentally broken with substring patterns. I was told that people were assigned to this a month ago but are there any updates and ETAs? We are going to be blocked until that is fixed and no matter how nice this feature this is, we won’t be able to use it
Nice feature, but there should be a way for the developer to disable this. It is not always relevant or necessary for every experience, and can be immersion-breaking.
I’m curious about the process when a piece of text is reported on the platform. Specifically, I’d like to understand what actions are taken in response to reports, especially in cases where content is falsely reported. It’s essential that the moderation process involves human verification before any actions are taken against a game. Additionally, I’d appreciate if there was a way to disable this feature for games that don’t offer translations, to ensure a smoother experience for developers.
This seems like a nice feature which benefits everyone involved. The user gets better translations, the developer gets an easy way to receive feedback on their game’s translation, and Roblox gets the data they need to improve their translation systems. However, I think the ability to detect when a player is giving translation feedback should be added, since this could allow games to “pause” themselves to improve UX (e.g. the player won’t die while in this screen).
Are there any plans for an API to detect when someone opens the translation feedback screen?
Automatic chat translation, I know may not be related to this, but how the HELL is it that bad, that it doesn’t translate ANY Russian however translates some english phrases - to english phrases…
I’m all for supporting translations on the platform, but I’d really prefer if this feature could be disabled / configured. Many of my experiences use multiple text labels for a singular text string due to some specific text rendering complexities; this feature not only confuses users who may be trying to provide genuine feedback but also breaks the immersion in some specific cases.