I’m not sure this would be beneficial for that many Roblox players, especially not the ones playing on less performant PCs. From what I understand, checkerboarded rendering can produce a lot of visual noise when you render to a lower resolution. If the camera is moving fast this noise also gets way worse.
If you’re looking for magical performance improvements for low-spec PCs, this isn’t it. If you have a faster framerate or higher resolution the artifacts are a lot less noticable, but since we’re already talking potato PCs and/or mobile devices here…
The XBox One X and the PS4 Pro both use it when rendering some games in 4k.
Ubisoft has also used it for some PC games, Watch Dogs 2 has it on by default last time I checked.
I think we should let the client engineers worry about how to best save performance and instead focus on suggesting the functionality we need. Temporal filtering will not enable developers to do anything they can’t already do, it’s just relevant for performance it seems.
AFAIK, checkerboard rendering only renders one half of the scene (in a checkerboard pattern) and extrapolates the missing spots’ colors from the data available around them, and not by getting information from the last frame. That would lead to more artifacts than this method already has.
I personally don’t support this. Even Ubisoft is moving on to some other technologies such as dynamic resolutions (a.k.a. the game changing its resolution during peak times to maintain a consistent framerate).
As buildthomas said - this is feature requests - not a place to suggest how Roblox run their internal client.
Roblox has a large staff of dedicated and experienced senior engineers who don’t need us to do their jobs for them.