That’s somewhat fair, and I do hope Roblox continues to improve in that regard, but they have developed Roblox in such a way where it’s abstracted enough for them to only have to modify it once and still have it run on all platforms. At least, that’s how it was earlier on, but I assume it’s similar now. Not to say that they don’t still have to made platform specific modifications at times.
But keep in mind that Roblox is still making performance improvements, such as these (randomly selected):
[Update] January 27, 2025
[Update] January 9, 2025
Hi Creators,
We’re excited to announce that Occlusion Culling is now live in the Roblox client for all experiences on Windows PCs, with other platforms coming shortly (we’ll update this post)! Occlusion Culling improves FPS by not drawing objects hidden behind other objects, so that the GPU spends no time on them.
Occlusion Culling works on all Roblox experiences, with no action from you required. You can see the effectiveness of Occlusion…
Hello Creators,
Roblox is committed to providing an exceptional user experience for everyone, no matter what experience they jump into or what device they’re using. This is why we prioritize building a platform that adapts seamlessly – and that includes how we handle lighting. Our vision for lighting on Roblox is that it scales smoothly across all devices, empowering you to achieve visuals true to your artistic intent without compromising on performance.
To help bring this vision to life, we’…
Hello developers,
At the end of last year, we released a new property Workspace.ClientAnimatorThrottling to enable opt-in support for throttling animations. This week we released an internal update to our throttling algorithm. Our new technique aims to preserve visual quality for characters that occupy a larger share of screen space. In the gif below, you can see that the new throttler:
Preserves animation fidelity for larger characters, even when they’re further away
Decreases fidelity for s…
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