Request for specific FastFlags to be added to the allowlist

As someone who frequently uses FastFlags, I find the current list (yes, I know the current selection is subject to change.) rather small and could use an exhaustive list of FastFlags that me (and others included) use in terms of improving quality of life, performance, ping, et cetera.

Performance Flags

  • FIntRenderLocalLightUpdatesMax / FIntRenderLocalLightUpdatesMin
    I use this flag to increase the default min/max light updates (however I’m not exactly sure if it does anything.)

  • DFIntMaxFrameBufferSize
    Reduces input lag at a value of 4 (unconfirmed), makes your game whitescreen at 0, and 1-3 makes other players laggy on your screen.

  • DFIntNumAssetsMaxToPreload
    Increases amount of assets that the client can preload, causing games that have been previously played to load much faster.

Network Flags

  • DFIntConnectionMTUSize
    I personally use this FastFlag at a value of 1490 (determined from pinging roblox.com), and in my case it helps me reduce my ping from 46-52 to 36-44 (in high performing Singapore servers.)

QOL (Quality of Life) Flags

  • DFIntVoiceChatVolumeThousandths
    Many people use this flag to boost the microphone volume of others, as in my case (and many others too) the microphone volume is often times too quiet compared to the game’s audio.

  • DFIntVoiceChatRollOffMaxDistance
    I like to use this flag as in my usecase I find the default rolloff distance too low. However, this flag is abusable and in my opinion should have an upper limit (ex. 150, 200) as you can set it to an extremely high value to hear anybody’s microphone from anywhere.

  • FFlagAdServiceEnabled
    I use this flag because there’s just been too many times that I’ve accidentally stepped into an advertisement’s game teleport because the developer didn’t implement a confirm button.

  • DFIntAvatarFaceChatHeadRollLimitDegrees
    This flag isn’t abusable or anything, it’s just funny. I have it personally set to 360 so I can make my head look like it’s snapped, however I wouldn’t mind if it got removed. Just a party trick of sorts, and it would be neat if you could keep it

  • DFIntCanHideGuiGroupId
    This is a pretty useful flag that I use, however I do know that it is very abusable as it is currently. I only use it to hide the CoreGUI when I’m taking screenshots in a game that already has a function to hide the game’s UI, and I think there should be a flag replacing it that only allows for CoreGUI hiding.

35 Likes

Please correct me if any of these descriptions are inaccurate or if any of the FastFlags on this list are no longer valid.

1 Like

I, too, use DFIntConnectionMTUSize as a workaround of a bug that did not let me join any experiences on my macOS client. In order to be able to launch experiences on mac, specifically when I am connected to a Tailscale instance hosted on a Raspberry Pi 5 (also tested on a client, not on macOS, and it works without this particular tweak), setting the MTU to 1280 fixed all my problems regarding this issue, and I have been keeping it and only it as an enabled FastFlag setting. Therefore, I would much appreciate if DFIntConnectionMTUSize was kept on the allowlist as well.

4 Likes

DFIntRuntimeConcurrency should be added too, it sucks how the client is stuck at 3 workers now

3 Likes

DFIntRuntimeConcurrency, DFIntTaskSchedulerJobInGameThreads

2 Likes

Is this flag related to this? If so, staff have already confirmed that they will not be increasing the amount of workers allowed on-client

Added DFIntCanHideGuiGroupId to the list

1 Like

It’s 3 on Desktop because it’s what they determined would work best across very different hardware, but it doesn’t mean it’s the best on a specific setup.
Personally I use DFIntRuntimeConcurrency as it does net a performance boost on my 5700X3D with 8 cores, especially in games that heavily utilise Parallel Luau.

2 Likes

This should be a feature in the engine, not just an FVariable. It should be possible for anyone to hide all rendered LayerCollectors (that aren’t considered destructive, ie purchase prompts).

It should also be possible for developers to decide what gets hidden by this feature, how hard is LayerCollector.HideInScreenshotMode or something.

4 Likes

What about the ones related to lighting technologies (DFFlagDebugRenderForceTechnologyVoxel, FFlagDebugForceFutureIsBrightPhase2, FFlagDebugForceFutureIsBrightPhase3)? I know some people use them to lower the lighting quality to improve performance, though personally I do the reverse since I can handle the load

3 Likes

I suspect that this group of flags no longer exist:

1 Like

Shouldn’t be allowed. Lighting brightness changes between the two, can lead to unfair gameplay.

1 Like

I agree with the idea of allowing local client adjustments of these FFlags and it would be even better if some of them got official easily accessible ways to deal with the functionality they offer.

There was a definite no about whitelisting this FFlag from staff for obvious reasons and as much as I miss it, I do realize the abusive nature of it, but I do think we need some kind of an official way to hide Roblox and developer UIs for the latter perhaps being decided by game devs to support in some way. This FFlag makes for good and clean screenshots, perhaps we could empower and improve the “captures” feature in such a way that it could replace the role of the one of the legitimate uses of this FFlag.

This FFlag specifically has been very useful for me, especially with my somewhat terrible internet conditions and I would like it very much to be whitelisted and I am not sure why it wasn’t, and it would be even better if Roblox had a better official logic of local asset caching on all platforms.

5 Likes


All of these flags are no longer valid.

3 Likes

ClientAppSettings.json

“FFlagDisablePlayerListDisplayCloseBtn”

this removes the little x button for the leaderboard, i really dont understand why this is even here in the first place, im pretty sure most users dont even click it at all, and just rather use the tab button, for me its annoying, its just something within your brain that tells you to click it, i know its small, but for whatever reason it serves as a mere distraction.
the only demograpic i can see this being useful towards are ipad users, or mobile users who use a tablet, even then, there was already a decicated button to close and re-open the leaderboard.

“FFlagRenameFriendsToConnections”: “False”,
** “FFlagRenameFriendsToConnectionsAppChat2”: “False”,**
** “FFlagRenameFriendsToConnectionsCoreUI”: “False”,**
** “FFlagRenameFriendsToConnectionsFriendsMenu”: “False”,**
** “FFlagRenameFriendsToConnectionsFriendsPage”: “False”,**
** “FFlagRenameFriendsToConnectionsPartyLobby”: “False”,**
** “FFlagRenameFriendsToConnectionsProfile”: “False”,**
** “FFlagRenameFriendsToConnectionsWebviewHeading”: “False”,**

this renames all in-game names to friends, like how it was, i DO NOT want to be saying connections, and obviously nobody else would want that too.

“DFIntTextureQualityOverride”: **
** "DFFlagTextureQualityOverrideEnabled

this would be a good feature for all PC players, if they could control their texture quality.

“FIntFullscreenTitleBarTriggerDelayMillis”: “3600000”,

i dont want the top bar appearing, thats just annoying, i dont understand why whoever implented thought this was a good idea

5 Likes

This is already apart of the whitelist.
If you’re going to suggest fflags, at least make sure they’re not already allowed, it’s the bare minimum you could do.

4 Likes

DFIntMaxFrameBufferSize makes it so if you set it to 1 it makes players on your screen way laggier and even easier to hit on specific games
i reccomend it replacing it with DFIntS2PhysicsSenderRate and DFIntDataSenderRate

2 Likes

also add FFlagSoundsUsePhysicalVelocity because this used the old 2019 sound system where sound would wrap depending on speed
this fastflag is so silly

5 Likes

Don’t post your ClientAppSettings without providing any information on what your use-case for the flags are. Staff will ignore you.

1 Like