Remove 60 FPS Cap [Complete!]

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 you’re playing?

The way games prevent tearing is via vsync (the gpu doesn’t update the screen until the current refresh cycle is complete) .How does a modern game “do a good job of not tearing”?

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Yeah, my mistake - Hardware determines it - Both the GPU and Monitor, but mainly the monitor.

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I can barely run Roblox at 30 FPS. I feel so behind. :frowning:

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Nope. The monitor determines it. There are very few situations in which v-sync actually hurts performance, but it’s generally not a good idea to run something as fast as possible. You’re going to get interrupted by the operating system anyway.

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Easy fix.

local duration,expired = 1,0
while expired < duration do
	local amountCompleted = expired/duration
	--Do stuff
	expired = expired + wait()
end
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Any news? I have a 120fps monitor and Roblox feels so choppy at 60 :neutral_face:

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Probably not, physics is still tied to frame rate.

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Physics run at 240Hz independent of the frame-rate.

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When you use the FPS unlocker on Roblox, you literally fly around the map. It must be tied to physics still.

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That hasn’t happened to me, must’ve been an update or something else. Does it happen in specific games or everywhere? :thinking:

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Just any game in general, someone I know used it and their character was moving 2-3x faster than normal when it was activated.

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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?

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My character is moving at a normal speed and I’m using a fps unlocker too.
image

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Bumping this, I don’t know everything under the hood about increasing the fps but I think roblox should work towards it :smiley:

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For the last 6 months i’ve been playing Roblox games exclusively with the FPS unlocker on a 75Hz and 144Hz monitor. That’s roughly 300 hours of playtesting on 100 popular roblox games. Here’s what i discovered.

  • Once you’ve experienced Roblox on 144Hz with VSync you can’t go back. It looks really, really good.
  • Out of all the games i’ve 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 don’t tie anything to the framerate and you should be a-ok.

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Interesting to see what you’ve done with it. Is it really that stable? That’s 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 they’re 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 “scripting etiquette”, it’s perfect. The only drawback would be the drawback of every big change to Roblox’s engine - breaking the old, outdated games.

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It’s been another year since i’ve last responded to this topic and i think it’s appropriate to give an update. By now i’ve played about 1000 hours with the fps unlocker enabled. I’ve 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.

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I hate to bump this, yet again.

I saw in Release Notes for 437 they were adding new physics refresh rate for 60hz, 120hz and 240hz:

Added Enum PhysicsSimulationRate Added EnumItem PhysicsSimulationRate.Fixed240Hz : 0 Added EnumItem PhysicsSimulationRate.Fixed120Hz : 1 Added EnumItem PhysicsSimulationRate.Fixed60Hz : 2

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 shouldn’t 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 doesn’t probably uses bad practices anyway.

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Physics update frequency isn’t 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 wouldn’t get your hopes up based solely on that correlation.

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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 don’t know what’s going on.

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