A little benchmark for a game i’m working on.
Could not tell what the max FPS is for Studio (haven’t tried for the client too)
Importance: Low / High graphics settings should feel identical similar to games outside of Roblox. Adjusts to the in-game mesh triangle counts, textures, LODs, and other uninteresting stuff are handled within the game’s own settings not roblox’s default settings.
Drawcalls are somewhat ok? optimized for the scale, complexity, and count for the rendered map.
Current map loading architecture doesn’t use any scripting yet, no nodes, no rendering queues, no billboards, no LODs (for this test), no magic? (just raw mesh instancing/pooling and texture optimizations) ← a JPG or PNG compression tool and other things..
It also always renders out far away objects, since its priority is to be identical with high graphics.
(LODs & billboards will be installed later , and prioritized with nodes later to prevent Low-end device lag ?)

