Brinkerâs reply to this topic is great and sheds further light on why Linux is not an irrelevant platform for Roblox, nevertheless, I also feel the need to point out that Linux compatibility is not incompatible and does not compete in any way with console or VR support.
Roblox engineâs is platform-agnostic. It implements several types of inputs (keyboard, mouse, touch, controller, VR) within several platforms and operating systems (Windows, MacOS, iOS, Android, Xbox).
Your complaints of Robloxâs console and VR UX are not failings at a platform level, but rather at an user input one. Itâs not Roblox for Xbox that sucks, itâs Roblox with a controller that sucks.
Roblox Console is not a fun experience because Roblox with a controller is not a fun experience. Roblox VR is not a fun experience because Roblox with a VR headset is not a fun experience.
Linux is not a fun experience because Roblox provides no support whatsoever, not because its controls arenât a fun experience. Linux users have access to the exact same controls as Windows and MacOS users, so Linux users are guaranteed to have a good experience if Roblox provides the compatibility.
If Roblox decides to ignore Linux, the supported platforms that âgot the short end of the stickâ wonât get any improvements or receive additional resources, because those platforms and Linux have an inherently different issue that wonât (and canât) be solved by the same people.
The following people are required for improving console/VR support:
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Interface & Game Mechanics Designers: Find out how to better streamline the controls for game controllers and VR headsets within Robloxâs core interface and basic character controls. Find out what kind of tools can be provided to Roblox developers to improve their ability to make their games controller-ready and VR-ready.
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High-level Interface Programmers: Implement the new controls for Robloxâs CoreGui and main interfaces.
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Engine API Programmers: Expose the potential necessary APIs for Roblox developers and Robloxâs own interface team.
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Roblox developers: We must actually design our stuff around these input methods and make sure our UX is at least half-decent. Roblox can simplify this job for us, but weâre still by far the weakest link, especially as soon as we deviate from Roblox 's default tooling and mechanics.
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Developer Relations and Product Team (Optional): Investigate how to incentive Roblox developers to invest their time into improving their experience UX for game controllers and VR headsets.
Improvements for Roblox Xbox/VR Headset are mostly at a game design level, not a fundamental technical one.
Additionally, for PlayStation/Switch support, Roblox also needs:
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Legal Team: The storefronts of PlayStation and the Nintendo Switch do not allow other storefronts (and Roblox is considered one) within them. Robloxâs legal team would have to come to an agreement with Nintendo and/or Sony for them to approve a Roblox release.
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Console Engineers: Compiling a version of Roblox to be ran on these consoles would require software engineers that are experienced with console targets. Nowadays all consoles mostly act the same way, so Robloxâs existing Xbox team most likely has the technical expertise and availability to maintain a PS/Switch release as well. The Switch uses an ARM SoC and acts like a mobile device, so Robloxâs mobile engineering team might also be able to provide additional help.
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Rendering Engineers(!): Not every platform uses the same APIs for rendering graphics. The Switch supports OpenGL and Vulkan (due to its mobile hardware), which are already implemented by Roblox for Android and iOS.
However, PlayStation uses its own libraries (GNM, for low level and GNMX, for high level) and its own shading language, PSSL. These libraries would have to be implemented from scratch into the Robloxâs rendering engine, requiring game developers that are experienced with targeting PlayStation and a high level of resources and time.
Creating a PS/Switch version of Roblox would be a huge undertaking due to the legal issues that would have to be solved first. Additionally, for PSâs case, engineering effort would need to be spent into implementing its proprietary rendering stack into the engine. All of that for an end result that just isnât fun to play because the majority of developers simply donât put enough effort into their game controller UX.
In fact, the Xbox version of Roblox only exists because of agreement made between Roblox and Microsoft and Xboxâs relative ease of porting from Windows. It has some equal windows APIs, DirectX and UWP (Universal Windows App), which afaik is the format of Robloxâs Xbox client.
TL;DR: Robloxâs console/VR problem is an inherent design problem with the experiences of Roblox developers. Itâs not an issue that can be solved by Robloxâs engineers alone. Switch/PS5 support doesnât exist because Roblox would need to solve legal problems with publishing and implement a whole new rendering pipeline in the engine only to offer a sub-par experience due to the limited amount of experiences that play well on a controller.
On the other hand, Linux support requires the following people:
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Linux Engineers: Software engineers experienced with the Linux desktop stack would be required to prepare Robloxâs engine to use the correct Linux kernel syscalls and handle Linuxâs âheap of librariesâ (as described by a Roblox staff). Robloxâs engine already has support for Vulkan and OpenGL, so graphics wouldnât be too problematic. Some additions might be required to implement audio and input libraries correctly if a native port is made.
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Linux Packaging Maintainers (Optional): If Roblox decides to introduce a native port of the client and studio for the Linux desktop and not just improve compatibility under wine, then theyâd need someone to package the client and studio correctly. Nowadays, thanks to the existence of Flatpak and Snap, which allow packages to ship with stable runtimes and dependencies, this job is much easier and could probably be handled part-time by a single person.
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Roblox Studio Engineers: Roblox Studio is a franksteinâs monster of QT. Although QT is linux-native and actually often used within the Linux desktop, a few changes would probably still be required to ensure studio works perfectly within Linux.
Porting Roblox to Linux (or even just ensuring its compatibility) is by no means an easy job, but nowadays has been greatly simplified with the existence of Flatpak/Snap as packaging standards, they allow Roblox to base the engine and studio around only one runtime and distributing it across all Linux distros.
But most importantly, Linux does not require any new design considerations. Nearly all Linux users play with a mouse and a keyboard, which is well supported by practically every single Roblox experience out there. This essentially means that all of this effort would be self-contained within Robloxâs engine. All devs would instantly benefit from the (small, but growing) Linux marketshare without needing to make any changes to their experiencesâ code or UX.
Roblox canât do much else to improve the experience for Console/VR users, devs are the ones responsible for their own experiencesâ controller/VR UX. Even if Roblox made flawless console controls and appeared on Switch & PS5 tomorrow, these platforms would still largely suck and get the âshort end of the stickâ because most developers simply donât implement non-desktop or non-touch input methods correctly (or at all!).
Roblox is 100% responsible for Linux support/compatibility. A good Linux port (or good Wine compatibility) fundamentally means all experiences will be just as good as in Windows or MacOS, nearly every single one has good mouse&keyboard controls (or at least better than the alternatives).
All that Linux compatibility requires is engineering effort. As soon as itâs done, all games are instantly playable. The productivity of Roblox developers also improves, as some of them use Linux exclusively.
Console & VR compatibility require significant design and UX efforts that are mostly dependent on Robloxâs design team and Robloxâs developer community. Not Robloxâs engineers.
Additionally, expanding Robloxâs availability to other consoles implies major legal roadblocks (and technical ones in PS5âs case) that might not be worth investing resources into while the basic UX and controls of many experiences are still lacking.
These are two completely separate issues that need to be handled by entirely different teams over at Roblox with people that have completely different skillsets. Linux support wonât slow down console/VR support or vice-versa, because they depend on entirely different things and people. This is why I believe your argument does not apply for this situation.