It's 2023, *please* give us discrete graphics options

I wish developers could make the TopBar a bit smaller, aswell as being able to show and modify the default backpack, emote wheel and leaderboard menus while those are disabled in using :SetCoreGuiEnabled() ( and also being able to disable the ( . . . ) TopBar FlashingDot without having to disable anything else )

2 Likes

Imagine a good customizable menu, instead of the terrible cluttered one we currently have.
(Adjustable graphics mode such as; DX12, Vulkan, etc instead of using a third party application would be so good)

6 Likes

Bump,

As somebody working on a game with high graphical fidelity, I WANT my players to choose which graphics options they want enabled and of what quality.

There are only a few settings I can let my playerbase disable whilst in game, such as Shadows, Bloom and other Lighting Effects, these require a moderate amount of scripting but for stuff such as disabling of PBR Normal Maps… that’s a different story, that would require me to create whole algorithms to efficiently store the content so that people can add the normal maps back.

Roblox thinks that a “one glove fits all”, but it doesn’t, at least not in this day and age.




15 Likes

This is the best way you can describe the current state of Roblox’s graphics engine.

No shaders, No graphics control, buggy or almost unusable features that don’t achieve the effect they aim for properly. This whole “you need to be universal and support everyone on the platform” is literally hurting creative freedom of so many creators.

13 Likes

little off topic but that looks phenomenal

6 Likes

It’s outrageous Roblox did not release such a feature sooner! Especially considering that it apparently was a feature before, but was dumped into the bin for whatever reason.

I feel like Roblox needs a feature used in lots of games:
It only renders parts in and slightly further than the screen size AND a render distance set by the player (which will obviously be harder on roblox) to save performance and i’m pretty sure GPU power too.

Roblox already does something simmiliar of an optimization? The issue here is that the players have no delicate control over graphics, like turning up or down anti-aliasing, shadow quality, render distance e.t.c.

1 Like

ah ok I wasnt sure if they did

1 Like

I could go without some of the fancier stuff but I’m very particular with my shadow quality and fadeout distance. I wish I had finer control over that.

6 Likes

i think its insane that this post is a year old and still has gotten absolutely no response from roblox. this genuinely looks like something that roblox could (and should) have.

27 Likes

Bump. I really need this. The very least I could ask for is render distance seperate from graphics quality. I don’t mind playing on the lowest graphics gauge setting if it means that i get proper gameplay.

This is the kind of gameplay i have dealt with for years and will have to deal with for years if this feature isn’t implemented in some way:


Blackhawk Rescue Mission 5

11 Likes

That’s strange, I didn’t know Roblox hates their own graphics that they have to put puking zombies there.

4 Likes

Sorry for replying to a post over a year later, but what would you say the most scalable building methods are?

It’s now 2025 and I believe Roblox has been targetting an older audience for a little while but they still won’t let this more mature audience use discrete graphics options? Another thing is that Roblox hasn’t implented any sort of FSR or DLSS which can easily increase framerate greatly. We’ve been waiting for years.

4 Likes

I think it’s even crazier how DEVELOPERS CAN’T CONTROL GRAPHICS OPTIONS outside of the posteffects.

Here we go!

  • 0 shadow quality control (shadowmap to future, atrocious change though)
  • 0 lighting quality control
  • 0 ao control (should be able to cycle HBAO and SSAO)
  • 0 anti aliasing control (in fact most people don’t even know MSAA is a thing on ROBLOX)

to name a few

5 Likes

FSR and DLSS require good hardware (DLSS is only supported by Nvidia). roblox games are inherently not at heavy enough to even scratch DLSS capable cards. its upto optimization on the dev side, and FSR also on worse gpus (since a lot of ROBLOX players are either mobile or badpc/integrated graphics) provides worse framerates since the GPU is the one doing upscaling.

The other thing I always want to advocate for is that Roblox is NOT “unoptimized” Roblox is amazingly optimized. It’s just that a lot of developers simply do not make use of the amazing features that help with performance.

The biggest issue that I always see being common in a lot of games is that they simply have very inflated/high GPU drawcalls. I mean hell, some frontpage games like Dress to Impress have thousands of drawcalls in a tiny area, because they simply don’t use batching.

But the lack of like graphics features are kind of disappointing, the engine is just too far behind really.

5 Likes

Err. I wouldn’t go so far as to call roblox optimized when HBAO on shadowmap contributes more lag than anything. Or the fact that lights can’t be culled. or the fact that future is really heavy (understandably)

3 Likes

I mean yeah, the future part makes a lot of sense because after all its full dynamic shadow mapped lighting.

But it doesn’t inherently mean that its “unoptimized”, you just need to know the proper tactics to optimize!

This image was taken quite recently as a example. This scene is probably over 5000+ objects, but we only get around 189 drawcalls! Which gives you CRAZY performance.

Same with this here! It also has really good performance due to the usage of GPU instancing,

Its just that these things are sadly less documented so a lot of developers learn about it quite late.

Also about this, I could check this with NVIDIA NSight Graphics, to see how many frametimes HBAO takes to render really takes up here, because remember HBAO isn’t just “disabled” in future, rather its just toned down.

3 Likes