I’d like to mention that I’ve been playing Roblox at 165 Hz for a while now. It’s beautiful. More importantly, everything works as expected.
It does not affect the physics
It does not effect the camera
It makes everything look nicer
It also works in Studio
I’ve been using the FPS unlocker for this. Roblox should definitely implement this change. After all, someone else has already done it! Better yet, it’s open-source. All Roblox has to do is take that code and implement it. I didn’t buy an RTX 3080 and 165Hz monitor for nothing!
I’ve noticed on my 120Hz screen that, if you start test mode in studio with multiple clients, if you are focused in one window and haven’t focused the other windows yet, they will be running in 120Hz until you focus on them and then they will cap to 60 and unfocusing them will take them down to 15, or whatever the specific number is.
Still very much needed. I do understand that there are technical limitations behind this (as in things that would need to be looked into to support this) that go against removing the 60 FPS cap, but we should be honest here: it’s ridiculous that Roblox is locked to 60 frames. We’re in 2021. Even a 360 Hz monitor has already reached the market. Striving for higher refresh rates is something the common consumer seeks now.
Roblox is extremely outdated in this field compared to any major game engine or even just games per say; Roblox should really invest into this feature so that it can begin taking a step for the better.
I personally believe for example Future lighting would be much more immersive if it could run at the same rate as my monitor can.
I always run roblox at 120hz with the FPS unlocker, and there are no problems with the core. (apart from 1 visual effect in my own game due to using RenderStepped to offset the CFrame of something in a cutscene which isn’t tied to the delta frame time, so it goes faster than 60)
I believe this issue to be one that’s grown since 2016 and will continue to grow as time goes on. Thus, I’m bumping this feature request in the hopes that an updated response could be given. Although this issue doesn’t currently impact me, it seems to impact many in the Roblox community. (83,000+ views on this feature request alone.)
I’d first like to point people’s attention to the official response that we do have:
For connection purposes, I’d like to point to the other feature requests regarding the fps cap:
(I feel the default should be as it is now so that older games are not broken. And, that there be options like 30fps, 60fps, 120fps, etc.)
With Roblox’s market growing more of an adult audience, and wanting to, the percentage of high-end devices should be expected to grow. With that, I hope this topic can see an update from someone at Roblox and I thank you for reading.
I understand that you may think this is a good idea, but I found that in certain versions of Windows, games will be extremely laggy without an FPS cap, however, it would be nice if you could change the FPS cap in the settings menu (escape menu)
You can unlock your FPS through Roblox file configuration and the game still runs the same. I have no idea why can’t they just add an FPS limit setting, like overall there should be a whole page dedicated for graphics settings.
I believe it should be optional for the game, if it was 120fps for every game forced then some games that use task.wait() (1/60) instead of RunService to calculate per frame will break.
Coming back to this thread.
Roblox at 165 hertz is indeed wonderful.
Though, I did notice you actually don’t necessarily need an FPS unlocker for it.
I figured out there’s apparently a settings file somewhere where Roblox installs on your computer where you can sorta uncap the FPS, it’s weird.
Everything definitely looks a whole lot smoother tho.
Haven’t noticed any issues with scripts either, everything runs fine.
task.wait()doesn’t seem to be showing any issues either.
Not sure if the whole “1/60th of a second” thing is true because it seems like task.wait() is capable of waiting times that are WAYYYYYY shorter than that, shorter than any of RunService’s step signals.
(be careful to get the right version, usually it’s the most recent one)
My fps unlocker now uses this method to unlock the fps (since hypernion), it doesn’t mess with roblox in anyway other than making this file
task.wait(), RunService.Heartbeat() and RunService.RenderStepped() are all tied to the framerate. A higher framerate will lead to smaller wait times. I am not sure about the old wait() though
The issue is mainly with games that don’t work with an unlocked fps
I might be wrong on this but I think roblox’s physics work slightly differently on higher frame rates. I’ve seen people use this to their advantage in obby or parkour games, although it’s like very slightly different and almost the same thing
The Roblox physics engine runs at 240Hz, so it isn’t directly tied to the framerate, and I’m pretty sure it adjusts itself if the framterate. However, I don’t know if it rounds to like running 4, 3 or 2 times every frame (if you have like 60fps, 90fps or 120 fps) or if it’s made to always run 240 times per second (running 3 times one frame, 4 times the other, if you have like 75fps)
To verify this, I would have to search up on the devforum. I might have seen this in some post about giving developers access to the physics loop (I tried to find it, I couldn’t)
A-Chassis, a vehicle chassis run on MANY games has the vehicle performance dependant on framerate, with fpsunlocker the cars are much faster usually, i’m unsure if i’d like a racing game to be fps dependant. not that i’d expect to lose much cause if most users get barely above 70 fps and i’d be getting 165fps i’d have an 2.35 times gap since the horsepower in a-chassis is client based and runs on fps times