Above is my bush model, the little leaves you see (more visible on the left side) are just extra details. I decided to keep performance alive that I wanted to use RenderFidelity smartly.
On the right side is the same leaf meshpart, except I changed its RenderFidelity to performance, as you can see below.
Above states that it’ll do what it takes to reach performance, does that mean good computers will see the high quality version while worse computers will see the poor quality version in order to save performance?
RenderFidelity is related to roblox’s LOD (Level Of Detail) system. The higher the render fidelity, the better your mesh will show when the character is far away.
If a player is far away from a mesh, then you might not want to display the mesh in full detail. Setting it to something like Automatic will have a beneficial effect on your game’s performance. If you want to have greater detail on your meshes from whatever distance the player is at, then you can set it to Performance. Keep in mind that this will cause your game to have slightly degraded performance on devices that struggle to handle roblox (depending on how many meshes you have that have the RenderFidelity set to Performance).
Yes, if a device can handle roblox really well, then your model will be displayed in high quality. If a device struggles (like a phone), then roblox will adjust the quality based on how well the player’s device runs.
Wait do you mean if I set the MeshPart to performance, it’ll cause more framerate lag in total or will it just make the meshpart have worse quality for bad computers?
I set everything that isn’t a major detail to performance mode, so players with bad computers will have a better experience, while everything else is on Automatic so if they’re far away it’ll be rendered poorly. Am I using it wrong?
If a mesh is not important in your game, then set the RenderFidelity to Performance or Automatic.
If a mesh is important to your game, consider setting the RenderFidelity to Precise.
Performance RenderFidelity is recommended more for geometrically dense smaller objects that don’t require detail to be shown (ex. foliage). Automatic, like the name implies, will let Roblox calculate the fidelity detail.
Thanks for replying! Automatic and performance actually go hand in hand (found this out through testing). Where if the camera is far away and it’s set to performance, even on good computers it’ll act like automatic and still make the mesh better to generate.
Here’s an example, from left to right it’s the exact same mesh with renderfidelity set to Performance, then Automatic and finally Precise.
As I move farther from the camera, the middle one (automatic) does as it should, it reduces the quality to improve the games overall framerate performance. The one on the left (renderfidelity: performance) also behaves like automatic.
With this proven, I still think that renderfidelity set to performance is the best to have and way better than automatic. I’m not sure if Roblox would release a renderfidelity performance setting if it caused more lag.
It seems to me that renderfidelity performance acts exactly like automatic but if the device is struggling to draw geometry (you can experience this struggle when your framerate starts to drop) it’ll make the mesh seem uglier/not as detailed because it’ll be removing tris automatically.
Hey! I don’t know if you figured this out, but you are actually correct in your assumption.
While Automatic is useful, Performance rendering is specifically used for bettering performance. If you set all models to performance, it automatically creates LoD models that “break” the further away you are. I’ve worked with quite a few large game studios (even my own), and this is what performance means.
This is incorrect, if you look at the form posts you are referencing you will see that Performance focus on what the name implies, performance. I believe you are confusing Precise and Performance. Precise is always the highest LoD, while Performance drops LoD in exchange for better performance(higher fps). Automatic switches between these two depending on distance. Please edit your messages so future developers that see this post aren’t misled.