Manually enable/disable certain quality stuff in-game

I don’t want Field of View to be an option that players can change from the Esc menu. I want the ability to use my own custom field of view changer. For example) I am working on a game where part of it has a fixed camera angle, and the player is allowed to use the scroll wheel (or when it’s mobile pinch) to zoom the field of view in/out

7 Likes

What are your system specs?
In fact, could you please upload a few microprofiler dumps from first page games at min and max quality (set to manual)?

My system specs:

Processor: 3.06 GHz Intel Core 2 Duo
Memory: 8 GB 1067 MHz DDR3
Graphics: NVIDIA GeForce 9400 256 MB

How would I do this?

In-game, press Ctrl+F6, from the Dump menu, Click 32 Frames, then go to C: \Users\<you>, and pick most recent ‘microprofile-<date>-<time>.html’ file.

Here’s the ones from jailbreak, which is what I can get you at the current moment.

Lowest Setting:
https://www.dropbox.com/s/djhkh85g4t24agi/microprofile-20180124-194114.html?dl=0
Highest Setting:
https://www.dropbox.com/s/kxmlcu0ycugmovs/microprofile-20180124-194431.html?dl=0

Great, thank you! Now there’s a small “inconsistency” about these dumps (missing GPU timings), so I’d like a bit more data. Could you please join Jailbreak, wait for it to load, then press Shift+F2 and screenshot the panel that comes up? Also, what’s your OS?

OS High Sierra.

Low quality:

High Quality:

What model is your mac? Year?

Thank you!

So it’s a mac. Now I get it.

Judging by the MP dumps you provided, the game is completely bottlenecked on the GPU. Even at quality set to 1, you’re waiting 16 ms for the GPU to finish rendering the previous frame. All of the effects are already at minimum: and there’s nothing more to turn off to help with performance.

Here are a few things to try out: run in a window, maximize, note the GPU time on the Shift+F2 panel. Then resize the window to 1/4th (1/2 in each dimension) of the screen size and see if the timings improve. Try this both, on low and high quality. If it’s exactly 4x less, this means your GPU is pixel shader bound, and it’s probably too slow to run Jailbreak.

I’m not sure how having Advanced Settings is going to help here.

2 Likes

Oh. So it’s fully a hardware issue. And nothing much can help. Ok.
I just wish it was easier for me to get a new computer…

@alexnewtron
image
The definition of low-end, and it doesn’t help that it’s a mac where practically nothing can be upgraded.

Wow a late 2009 model, it doesn’t help that your computer is almost 10 years old.

Those models of mac do not support Metal, which would tremendously help with playing Roblox. So you’re stuck with using OpenGL which isn’t the best on Mac.

The best you could do is save up for a new computer.

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Support, I have a good PC now but I remember the laptop suffering days.
Also in alot of occasions you just wanna up your viewing distance but it also ups the other stats which then cause lag.

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Support. Perhaps the selections would be Auto → Manual → Advanced. Also, a “reset to default” button would be nice for newbies clicking around.

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When you buy a mac, you’re buying an overpriced trash can. You can install macos on any PC by following some hackintosh stuff. I did it on a Dell 660. Tbh, Apple sells macs because people like saying “I have a mac.” Sorry :confused:

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Totally with you, I hate this computer, and I’m not the one who bought it, it was passed down. Currently trying to save up for a pc build. I can say that I’m not impressed.

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Does this now mean that this won’t? Even if it won’t make an impact for me, it could help optimize for a lot of others (91% of 152 people voted for these advanced settings). We do really need this as a feature for streamers, smooth gameplay, and basic optimization.

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How exactly will it help?

The things that you think are expensive aren’t necessarily the things that actually are expensive. I think a lot of people would end up just making their experience worse in an effort to “fine tune” their settings.

Not to mention that what’s expensive can suddenly become cheap and vice versa with internal implementation changes.

Please, don’t use personal messages to reply to a forum post.

Right, that’s exactly the problem here. What you’d prefer isn’t necessarily how it is going to work on your hardware.

A lot of people seem to think that the more “effects” you disable in graphics settings, the more fps they’re going to have… Well no, sorry to disappoint you. A GPU is a very complex piece of electronics (a real massively parallel supercomputer) and different graphics features in the game have different impact on different components of it. Shader performance, memory bandwidth, texture cache, ROPs and ROP cache. On tiled architectures (mobile) it’s also the efficiency of the tiler itself.

On top of that, there’s the CPU-GPU interaction, some features only affect the (different parts of the) GPU (AA, post-FX), others affect both (draw distance), some - only the CPU (too many moving objects).

A particular game can be completely CPU bound, so almost none of those “advanced settings” will have any effect whatsoever on its performance.

So tweaking all those knobs to will be akin to solving for (local) minimum of a function of multiple variables - i.e. the literal, mathematical, definition of optimization… Most kids just want to play Roblox, not solve mathematical problems. Hence the automatic mode, and the manual slider to back it up the rare time it fails.

Adding independent “advanced settings” besides development time will cost some runtime performance and will absolutely destroy testing. Our QA will have to go through every combination of those - across all devices and platforms.

9 Likes

Oh! That helped clear up a lot of my questions. My annoyance was that these increments on the graphic levels slider chose what they enabled and what they didn’t, so the higher up the notch is, the more features enabled, and I wasn’t getting the quality I wanted. So my hypothesis was that if I selected/adjusted what I wanted to see in a more advanced way, it would help me optimize things myself, but in a simpler way. Think of it as graphic levels for each feature. Apparently this is false… Thanks for clearing that up, I didn’t think that the graphics levels was constructed on such a microscopic level.

1 Like