Maybe my understanding of how this works is poor, but I was under the impression screen tearing had to do with hardware - not the specific game youâre playing?
The way games prevent tearing is via vsync (the gpu doesnât update the screen until the current refresh cycle is complete) .How does a modern game âdo a good job of not tearingâ?
Nope. The monitor determines it. There are very few situations in which v-sync actually hurts performance, but itâs generally not a good idea to run something as fast as possible. Youâre going to get interrupted by the operating system anyway.
I am unable to replicate this with the fps unlocker on a high refresh rate monitor. Does the person you know have a recording of the incident by any chance?
For the last 6 months iâve been playing Roblox games exclusively with the FPS unlocker on a 75Hz and 144Hz monitor. Thatâs roughly 300 hours of playtesting on 100 popular roblox games. Hereâs what i discovered.
Once youâve experienced Roblox on 144Hz with VSync you canât go back. It looks really, really good.
Out of all the games iâve played, there were only two cases in which the increased refresh rate caused gameplay issues. In both cases the physics were tied to the framerate, making people fall faster/slower if they went beyond/below 60 fps. This has since been fixed by the owners.
Automated camera movement tends to speed up on higher refresh rates. This usually only occurs during cutscenes or intros.
Aside from the extra frames, i had no unfair advantages over other players in competitive games, racing games and simulators. There was no change in bullet speeds, attack speeds, movement speeds, acceleration or any other potentially exploitable things.
I would personally think that Roblox is ready to unlock those sweet frames to the public. Just donât tie anything to the framerate and you should be a-ok.
Interesting to see what youâve done with it. Is it really that stable? Thatâs pretty great.
I think that they could indeed unlock the framerate and have minimal issues if they were to put a ribbon bar in Studio talking about the change to encourage users to use the deltaTime parameter of RenderStepped rather than a constant number value (generally, newer developers tend to use small decimal values rather than deltaTime unless theyâre already familiar with how events of that nature work). This is what developers should be doing anyway, so in terms of improvements to the client and general âscripting etiquetteâ, itâs perfect. The only drawback would be the drawback of every big change to Robloxâs engine - breaking the old, outdated games.
Itâs been another year since iâve last responded to this topic and i think itâs appropriate to give an update. By now iâve played about 1000 hours with the fps unlocker enabled. Iâve encountered zero problems since my last reply. I can no longer play without it. I have ascended. I am one with Uncappius, God of many frames.
I hope this means we get built in support for fps higher than 60, because in 2020, it seems like an absolute no brainer to support such a feature thats so necessary since all new technology is becoming better and better.
I understand why they have been reluctant to add built in support in concern of the physics rate being messed up. However, it should be made common practice for things to be tied to delta time as to make things run independently of the frame rate.
Seriously, 60hz monitors are starting to lose their ground as the most common monitor, 90hz and above are starting to take off and roblox should seriously consider getting a move on with the times and become a more modern engine.
If roblox wants to compete with the likes of every other engine, this is a must have feature.
We shouldnât have to inject code into our client to get a feature that should be built in.
And most games seem to run fine with an fps unlocker. Any game that doesnât probably uses bad practices anyway.
Physics update frequency isnât locked to rendering frequency. Physics pipeline was already running at (maximally) 240Hz for years (4 physics updates for each engine pipeline frame, you can check the microprofiler to see this). Changing the physics frequency has little to do with any plans they may or may not have to introduce higher rendering frequency caps, so I wouldnât get your hopes up based solely on that correlation.
This would be a good idea and I am in support of it, however there is still a ways to go before that can happen.
For ex, using the FPS unlocker in this game will break the entire game. The developer said they reached out to Roblox engineers to investigate this issue, but even they donât know whatâs going on.