Is it possible to check the available memory of a device from a script?

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)

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Not that I’m aware off. Since ROBLOX will not provide information regarding the device or status of the device in that matter…

Or perhaps someone knows a method hidden deep on the Wiki…

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This property might work for what you are doing: Documentation - Roblox Creator Hub

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?

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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.

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