Haven’t heard of this, can you provide more info or a source?
I’ve been meaning to implement that into my game anyways, so if I can kill 2 birds with 1 stone that’d be amazing. Though it’s important to remember that I’m talking about graphics rendering out, not being streamed out - there is a difference
I’ve been begging roblox for settings for years. The technical head told me they “wouldn’t be used much” by the children players of roblox, therefore we were never getting them… Was a cruel joke of a response.
It’d be cool to see something like that. For my project, I intend to have skyscrapers at a distance. Thinking about how gta 4’s skyline how there isn’t a load of things rendered with details until you get closer (see image below). Yes they have the basic shapes of the skyscrapers but they don’t have like the more in detail building textures compared to going up close.
Maybe for kids it’ll be complicated, which is a thing Roblox can think about on how they can make something like that work. Possibly, it can be added for users 13+ since the players around that age range can handle how they want their game rendered. <13 users aren’t going to care as much about render as to them, it’s just another game to play and mess around in.
In conclusion, it’d be cool to see this implemented in the future. Considering that it would look great on visuals for games with larger maps.
This, is the exact response you can expect to receive on any request regarding visual fidelity & control over its performance load.
They simply refuse to accept the fact that we want visual fidelity and control for the sake of our games running better, looking better and being more accessible for lower end if we would be able to control more lower level functionality of the engine!
A good example being, why does Roblox have no shaders, no advanced lighting and so on?
The answer being very likely OpenGL. Which is at this point so old and slow, being used by such a small amount of mobile users and almost NO desktop users at all.
Every other engine has deprecated OpenGL in favor of Vulkan (Atleast on desktop) which is far more faster and allows for more visual features. But even then, mobile versions of engines (such as unity mobile or unreal mobile) still offer support for OpenGL, albeit those versions still offer far more features than what Roblox will likely ever give to us.
Put short, Roblox for the most part don’t care about requests regarding fidelity and control. They always want to justify either not adding features to begin with or then make such features be completely automated, look as terrible as possible (so that the 1% can still run it.) and uncontrollable (envmaps are good example. I have no idea how they thought that its a good idea to have them being randomly generated during runtime). The engine has so much potential but its simply being pushed away.
I have honestly given up trying to get any sort of response from Staff or Engine Developers.
OpenGL vs Vulkan is mostly irrelevant in this discussion as we are not making AAA games in roblox.
The problem is that higher ups in roblox corp belive in the nft and metaverse.
The people that would say ‘no’ to shaders at roblox corp are the same people that want phone calls and face tracking in roblox.
I don’t know where the exact clip at RDC I was talking about is now, but this one talks about the same thing pretty much. https://youtu.be/CcDHFmOGYyY?t=179 Timestamp 3:14.
What makes me slightly more upset about this is that, Dev Relations staff genuinely reply to a ton of stuff on the forum, but you do see a massive deadzone in certain threads. Threads like this are posted and active for literal years but don’t receive any good replies.
Dev Rel I think needs to be a little bit more honest on addressing things that have been concerns for literal years, surely? Perhaps we need to learn to start pinging them. They have a role in the forum but it does not seem to be ping-able or anything, despite them basically being the forefront of who we can communicate with. Such an honest, but lacking, attempt they give.
This is a weird reply, as roblox pushes the graphical fidelity up every year, and there are multiple examples of both:
A. People making millions of dollars on roblox games (Sometimes single games)
and
B. People making games that push roblox’s graphics to the very limit, and compete with more modern titles in fidelity.
“We are not making AAA games in Roblox” is a factually inaccurate, surely?
Perhaps we aren’t making a lot of them, but we are, and roblox does recognize that, though they have a very difficult thing to balance between performance on low-end platforms and graphical fidelity. (They certainly aren’t doing a great job, however, at that!)
Genuinely an embarrassing opinion and truly disappointing to hear, kids play more advanced games than their parents even know about. Roblox needs to stop treating them like they’re idiots. They can figure out that e.g. turning down particles increases performance without completely obliterating the look and feel of an immersive game. They can turn up render distance but keep everything else low quality in games where it really matters.
The worst part is it comes straight from the top. Roblox’s technical director got into a twitter argument with me years ago where he claimed “Almost nobody would use advanced settings” while presenting a whopping 0 argument for it, while claiming /I/ was the one who wasn’t willing to have an “intelligent conversation” and leaving.
When I asked about Anti-Aliasing as a setting he just said “Change your quality level” lmao, because it’s considered normal to change every single setting just to adjust anti-aliasing.
Not sure if Zeuxcg is still the technical director, or what his current opinion is, but I sure hope he’ll learn to respect the community one day.
Roblox literally allows for 18+ M-RATED games now.
Every. Single. Person. Above the age of 18, knows how to use these ‘advanced graphical settings’.
But yet, somehow, I get the feeling their opinion on how many people would use settings is the same as it always was.
Bumping this, it’s been almost 6 years - why can’t we reliably render distant parts? This isn’t a streaming problem - the parts exist on the client, they just don’t render.
So much of designing an easy to navigate map relies on being able to see distant landmarks. This use case is never going to go away.
Please, we need a solution to exclude certain parts / models from the lower setting graphics culling. It doesn’t matter how much streaming allows for larger maps if you can’t be sure your players will be able to see it.
I WANT THIS! This should be reintroduced back into Roblox, some settings at higher levels cannot be disabled, Anti-Aliasing is very performance heaving and so is ambient occlusion, I should be able to disable those so that I can bump up the settings I actually need without the need of a new computer.
I wish that most of the settings actually would have worked, when I tested it a lot of settings actually didn’t do anything. But yeah I get what you mean, if they were a bit less settings in zfeatureharmony and they were more generalised like:
-Ambient Occlusion
-Reflections
-Texture Quallty
-Post Processing Quality
-Effects quality (particles etc)
-Shadows Quality (mainly only for future)
Since a lot of the settings in zfeatureharmony were kind of confusing and wouldn’t be understood well by the majority of Roblox’s audience. So yea I agree with you a lot
remember kids, the same people at roblox who say “if we make parts force to render then it would be too complicated for 7 year old developer timmy!” are the same people who say “let’s add creepy facial animation to our game! what could possibly go wrong?”
surely this can’t be that difficult to add. we NEED more fine-tuning of things like this for our games. stop underestimating developers (and children for that matter) and what they can do. we’re not just a bunch of stupid idiots.