I have a plan for a game I want to make, and part of it involves switching out maps a lot. As the game will be compatible across several platforms, I want the game to have a good balance of efficiency and style on all devices.
My idea to do this was to generate maps using a local script, with several premade versions of the map all offering different levels of detail. The issue is that unless I do weird hacky ways of finding out what device a player is on using UserInputService, I don’t know of any way to find out what resources the device has available (such as available memory).
Is there a way to check the memory available of a device through a script at run time? (Along with any other relevant data a script would need when deciding what level of detail to generate)
It can definitely help, though one of my bigger concerns is mobile devices with their low memory. A player on computer may not have very fast performance, whereas they are perfectly fine loading plenty of assets.
It would be preferred if I could find out the specific needs of the device, although it looks like there’s no way to do so. For now I will have to use this property to assume the worst for devices with low graphic settings, thanks. Does this property update when they are using the automatic graphic level setting?
Yeah, as far as I know there is no way to check how much RAM a user has. You can usually assume players with lower graphics settings will have worse performance and vice versa in terms of the map quality though.
Good question; I’m not sure. Probably pretty easy to test in studio though.