Release Notes for 611

Life could be a dream
Life could be a dream
Do-roo-do-do, sh-boom

Finally, after years of agony and pain, they raised the FPS cap!

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Alright, I guess I don’t have a gaming monitor to have the proper vsync

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It’s just the framerate cap meaning it can go up to that. If you’re at 165hz, setting the cap to 240 won’t necessarily run it at 240 FPS, assuming there’s proper vsync.

It would be great if there was also 90 and 120 frames cap options. Almost all flagship Android and Apple mobile devices come with 120hz screens and currently 120hz monitors are so popular, probably the most popular monitors that have refresh rates higher than 60hz. As for 90 frames cap, I am noticing that a lot of low-end and mid-range Android devices come with 90hz screens and the same applies for Windows laptops. Personally my Android phone has a 90hz screen so it would be so useful for me.

Also wondering about an expert’s opinion. I assume it’s just about primitives?
People will have 10k+s of those so if let’s say you got 50k it’s 8.4 MB. Noticable is a strong word, but that’s not nothing.

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Will the server “framerate” ever be raised in the future to something like 90 or 120hz?

I would not have any idea definitively yes or no, but your code definitely should be able to adjust by using delta time!

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Will we be able to force the cap of 60 fps in some way such as scripts? Maybe like how when a developer force sets shiftlock to on or off and it says “Set By Developer”. We can do the same except for the FPS Cap?

theres really no reason to do this unless your game depends on framerates to be 60

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task.wait() is designed to always only wait for a single frame, no matter the framerate. Do you only run at 10 fps, the wait will be 0.1 seconds. After all your code can’t run faster than the server/device is capable of. This also works in the other direction, do you run at 120 frames, the wait will only be 1 frame, which is 120th of a seconds (0.00833).
Even if fps are capped at 60, people still have devices that can’t run it consistently, or way lower fps, or demanding/yielding tasks in the game have an impact on fps making it inconsistent even for players that could run Roblox at a consistent 60 fps. So already as it is, your task.wait() is never running in a consistent 60fps, at least for everyone.

How can you fix this? input the wait manually, task.wait(1/60), this makes sure it does not wait less time than a match of 60fps, however it may run slower, if the game or players device run slow, it also won’t run at a consistently timed 60fps, as the as an example 76fps the device may run at, start the wait at a inconsistent time to the timing of 60fps (depending on use case) (which is why a simple task.wait() isn’t always the solution to timing demanding events, no matter the fps being at 60fps or not).

In some situations you can use a deltaTime to help you, like from a RunService.Heartbeat event.
In other situations you may need to look into other solutions.

I always carry a bootable SSD with me. If you live near a university, look for a powerful computer (preferable in a clubroom that people might be meeting in) and then connect the SSD. Then restart the computer, go into the BIOS menu, and select the new drive you connected. That way, you can test Rōblox games on higher-end hardware without needing to buy some yourself.


When will this be live? I am currently using mac and FPS Unlockers aren’t that easy to use so this will be really helpful. :pray:

Normal game engines actually allow this without needing the hardware. In the Source Engine, running host_framerate allows you to test how things operate at specific framerates, including those higher than what you can output. Roblox needs to figure out a lot more than just this, and the current output method to the GPU is miles away from current standards.

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Given that they’re making these framerates in settings, are they gonna make truss physics normal on frame rates over 75?

bro guys when will the fps thingy release its been like 6 months or something