You’re free to disagree with me but if you aren’t going to reply with anything substantive, then it’s better that you don’t post at all and avoid spamming the thread with bad faith argument bait. Saying you disagree and providing nothing for discussion is wasting everyone’s time having to read your post when further graphics control is a very legitimate talk to have with other developers and with Roblox.
I don’t see how it’s unreasonable to wonder why Roblox continues to blackbox graphics controls away from both players and developers; and for developers, working with the Automatic setting is already a pain because we can’t figure out what level Automatic is currently observing and even begin to tailor our own systems to work with that option. If you really find it unreasonable, then let’s table a discussion about why you think it’s okay for this to be the future of graphics control.
I don’t trust that you’re doing anything but baiting an argument. It’s perfectly appropriate to disagree but maybe explain why so we can get a discussion rolling and maybe, just maybe, Roblox might understand the concerns and desire for better controls or empower developers with more than just automatic engine fine tuning. I also don’t trust you when you say anything more than a single 1-10 slider is “too complex” because other games designed for younger audiences have proper graphics controls implemented perfectly and in various ways, from expanding a simple catch-all option into further options or a dedicated menu with many options to tailor the visual experience.
I don’t know how “Apple’s Unified Memory” is relevant to the conversation, mind explaining? Even then, it shouldn’t matter what technology is behind providing or managing memory, because at a low-level it’s still about memory use and Gui primitives are not prohibitively expensive to render, not to mention the fact that most off-screen elements aren’t rendered to begin with.
Stop replying for the sake of arguing, it’s unnecessarily flooding this thread with a bunch of noise when developers want to legitimately discuss the future of graphics control on Roblox. This isn’t the first time you’re doing this either, from a brief look at your post history.
There isn’t much I can add to @colbert2677 's reply except that you don’t get to call someone’s reasoning
with no further elaboration and then get mad when they rightfully ascertain that you are engaging in bad faith. Either elaborate on this (in good faith), or stop engaging.
Like some other users have mentioned, it would be neat to see a resolution scaler option with FSR (maybe 1.0 instead of 2.0 because it doesn’t need motion vectors?). While I’d like discrete graphics options, I don’t think that’s happening anytime soon.
But seriously though, they should add some kind of way to properly set the resolution of the Roblox client, since changing your Windows desktop scale messes with it.
Furthermore, there are devices with integrated graphics which aren’t meant to play games (like Intel’s UHD lineup) which struggle to run Roblox at 1080p and beyond without a significant hit to graphical fidelity and draw distance, but run just fine at 720p.
It makes no sense why they wouldn’t add this, as mobile devices run at half resolution according to my pixel counts, which means that the engine is capable of using some sort of resolution scaling system.
FSR is open source too, so it would be legally easy and great to have it. It would be interesting to see how FSR, something that is used mostly in detailed AAA games, looks in a blocky game. And it’s usable on both graphics cards, unlike DLSS, but I wonder if FSR works on Android, I assume it would be Vulkan only, which I don’t think would be possible since OpenGL is used on mobile. But more mobile devices are getting Vulkan support, so maybe soon they could switch if they needed to. And when that does happen, they could then drop support for DirectX 11, which doing so would make it easier to port all these versions to devices as Vulkan is open source and available on all devices, unlike DirectX(microsoft proprietary ). I think im rambling lol i’ll shut up now
Well, the Nintendo Switch is Linux based and it has some titles that use FSR 2 and FSR 1, so it wouldn’t be a surprise to me if Android was able to handle it too. Someone actually made an open-source port of FSR 2 for OpenGL, so I think that would also be viable. The real question though is iOS, iPadOS, and MacOS (and probably VisionOS soon). Those only support Metal and an old deprecated version of OpenGL. MetalFX is an option, but that only works on the M1 and higher, and the A17 Pro for the moment (Don’t know why, according to Geekbench ML the M1’s neural engine is on par with the A15’s)
Roblox is weirdly inconsistent about this. Sometimes they’ll provide tools for power users on the platform that are advanced-level concepts, and in other cases they smokescreen behind some really poor explanation that everyone knows is nonsense and prior art/precedence suggests they’re capable but for whatever reason they just fall through with respecting us on a number of levels.
I feel like automatic fine tuning and developer control can coexist and better empower both developers and players to deliver a more fitting experience. It will never make sense to me why a game/platform in 2023 is adamant about continuing on with a single 1-10 slider to manage all graphics. It’s like a bad joke but the punchline isn’t coming.
Roblox already has the tools to go through with this suggestion, which is not only proven by the old ZFeatureHarmony deployment channel, but the fact that FFlags exist at all which more advanced users may know about. I’d even say Roblox could carry out this change in under a day if they even wanted to, maybe even in 2 hours.
I tamper with FFlags a bit and some let you change fps (very known), and even let you disable in-game purchases and Post FX, and hide coregui for screenshots and stuff.
The issue is, ZFeatureHarmony, didnt really allow you to change half the settings properly. See roblox’s graphics are weird, and half of those settings there wouldnt even give you a performance boost.
If they added actual proper graphics options like
SSAO Quality
AA Quality
3D resolution
Shadow Quality / Shadows Enabled / Off (Currently graphics slider just changes the graphics to ShadowMap/Voxel on low.)
Those would benefit users the most. I believe they exist, but are probably hardcoded in C++ and not even accessible with FFlags.
I am so tired of having to have maxed out or a step below to have anti aliasing enabled which puts me in a weird spot for my laptop because of the lag caused by other things I can’t just toggle off. Roblox is trying to be too smart here with the plans to automatically optimize client settings which I guarantee will not work well in the end. This is the same pain I experience with windows acting like it knows what I want and screwing things up by dumbing them down for no reason. The endless excuses for not having individual options will still make roblox look like a toy compared to every other game and engine on the market, despite their efforts to look serious.
Does Roblox do things that benefit developers and gamers? OF COURSE NOT, BUT ANYTHING THAT BENEFITS INVESTORS, YES, THE ROBLOX PHONE CALL FEATURE AND OTHER BAD FEATURES, TURNING THE PLATFORM INTO META, FOCUS ON
THINGS THAT BENEFIT DEVELOPERS AND PLAYERS LIKE THIS FEATURE >
I think this is something that could be arriving with the new Studio Refresh. I imagine an increase in light range could also follow. Redoing the whole of studio sounds like the perfect time to perhaps include some of these things? Either way, in this day and age Roblox is so limiting in what we can and can’t do. Water sucks, clouds suck, lighting options suck, light range sucks, the fact we can only have 1024 x 1024 texture size sucks.. I personally believe Roblox should start giving more freedom for developers to customise their game how they see fit.
At the very least, developers could use better control over what happens at what graphics level. As many people have said, right now you have to crank up the graphics to get good draw distance; this comes with many other pieces of visual baggage that can easily overwhelm a device that would otherwise be fine with higher draw distance.
Unless if the device is older than 2016 (or, should i say, originally shipped with Android 6 or lower) it should have Vulkan enabled. Here’s Vulkan 1.1 Roblox on a 3-year old mobile device.
Although the Tegra X1 platform was intended for Linux computing in the first place, it’s not even using Linux kernel at all. It’s a completely proprietary, Unix-like Horizon kernel based from 3DS by Nintendo itself.
This is the biggest problem, It’s going directly against the streaming and LOD improvements that we’ve seen come out over the past year, the system is in place for developers to more safely and optimally expand their worlds, have lots of assets and large models far away that are visible at a minimal performance cost.
But this behavior makes all efforts achieve nothing, the actual low performance devices will be forced to cut off their render distance OR accept 20 other graphics settings that are tied to it and make the game unplayable. This isn’t an issue with mid-high range devices, they actually have a choice since they can take higher graphics quality, therefore they benefit from the streaming and LOD optimizations. The system is broken for the low end devices that its actually targeted FOR