Release Notes for 611

wait that’s a thing? this is an amazing discovery

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another devforum gold

you might see people using the idiom while task.wait() do pretty often, which should hint a return value of that function :thinking:

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my brain was not braining :man_facepalming::man_facepalming:

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Will there be a option to match the monitor’s refresh rate?

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yes, on stuff like steep slopes you’ll slide easier and they might be a lot hard to get up noticeably but not much else i know of

player doesnt get faster the higher fps is, the player gets faster the higher the physics is at, which is currently capped to 60

They already did. If you really want to you can just use fflags to change your fps.

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Several nice changes here but of course, everything is overshadowed (and rightfully so) but the FPS cap change. Finally. This is long overdue but I’m not going to complain about it. Only thing that I think would be nice would be the ability to freely adjust FPS or at least have more options for values such as 90hz.

due to the potential problems the new Framerate selection feature may cause, Roblox should give developers the option to lock it at a specific Framerate, it is a great feature but honestly we don’t have time to test and support all cases but it’d be a lot better to give that option to developers

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I believe developers can already do this current day, if im right a game called rex reincarnated or smt has it capped at 75, and theres a nostalgia game (like old roblox) that capped it at 30

The way some of these games might cap framerates isn’t exactly great though. I believe you forcing the client (right now) to run at a lower framerate would require some really weird (and likely unreliable) code that would just start stuttering the game if youre past a specific threshold to “simulate” lower framerates.

This part probably isn’t true because one of the reasons rex capped the game is to prevent mining at fast speeds, but you can always test and prove me wrong.

FINALLY LETS GO!!! this update is amazing!!

I until now still use wait() because for some reason when I use task.wait() my game always suddenly has a jump of lag, but good work roblox I like this update

Not really, the player is completely clientsided (and I experienced slower walkspeeds on lag).
You mean clientside physics are capped at 60fps?

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Finally, after all those years Roblox added this feature but, I’m not satisfied with just an FPS unlocker, Roblox should add some advanced settings to their client to improve the in-game experience, it would be very useful for those low-end PC players who are still experiencing FPS-drops even after FPS unlocked.

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Okay tried it out. The game quite legit just bottlenecks the engine to that given framerate. It’s not any real framerate cap. Here’s the code for that if anyone’s interested:

local RunService = game:GetService("RunService")
local MaxFPS = 15
while true do
    local t0 = tick()
    RunService.Heartbeat:Wait()
    repeat until (t0 + 1/MaxFPS) < tick()
end

Though even with this “cap”, the game STILL works with some aspects that are past the 75-80 fps mark, simply mining with both my settings on absolute max and on absolute low would yield different mining speeds regardless. Not a very big difference but a difference nonetheless. I don’t know that developer nor do i have any right to dictate how his game should function however if possible (if you even know the guy) then PLEASE tell him to look into something called “DeltaTime” and to implement that for the mining speed mechanic itself. This would entirely negate the need for some pseudo framerate caps and would allow any framerate to scale to the intended mining speed (and speed of other aspects).

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Woops, I believe you meant math.rad(deg) since CFrames use radians! :sweat_smile:

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I take it that this is somewhat noticeable when using projectiles at scale or ?

Good ol radians… That’s the only think my calc taught me and other things I’ll need in life lol

i finally managed to get the framerate cap working, use the fflag "FFlagGameBasicSettingsFramerateCap": true to enable it (although the fact that i had to go through all that effort in the first place likely means it’s not ready yet)

currently it’s a switch between “default”, 30, 60, 144 and 240fps, default appears to be identical to 60fps right now (but maybe they’ll make it the monitor’s refresh rate later), while the other options are pretty self explanatory

i’m not gonna comment on what my thoughts are on the current options because again this probably isn’t finished yet, but overall this is really insane to see

edit: there’s also a FramerateCap setting in the roblox installation’s GlobalBasicSettings file which can also be used to force to a specific framerate

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I wouldn’t call it arbitrary if you’re setting a fixed cap to 30 or 50/60 as a lot of games are made like this, I personally would find it nice to limit players to a cap like that… And physics work better(?) at rates up to 250hz, so if you’re trying to keep a game rather consistent across all players and the game replies on physics, could be nice to have a relatively even play field (at 30-60). (Yes, fps unlockers basically did this anyway, but a few developers have implemented hacky methods of capping fps or strait kicking users who have a higher fps than 60/75)