UIStroke - Studio Beta (UPDATE: re-enabled)

Same thing with me, Happened to a billboard nametag

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I can reproduce this locally using a BillboardGui with TextScaled text and TextStroke set. It looks like it only happens while the beta is enabled, I’ll look into fixing it. Thanks for the report.

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Question will UI stroke work with images, for creating an outline around an image (not the box, rather the image itself)

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:thinking: How will you ensure the blur effect won’t cause any sort of “Jank” for low-end devices with an integrated GPU, like an Intel HD 5500?

Relying on CPU to calculate the blur effect will not be anywhere ideal, considering you have to take an image of the game itself and do the actual calculation to figure out where the blur should be. If you are using UICorner, that will be like 2x the performance overhead from the UICorner itself, along with the performance overhead from the blurring effect.

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Why would 2D blur run any worse than 3D? To me 2D blur sounds like it would take a similar computation to the 3D blur strategy you propose: just that you have to render a few extra pixels around the edges of frames even if they are occluded to apply the blur

@nana_kon Why would a UI Frame based blur effect lag but not the Lighting BlurEffect?

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This isn’t planned for the first version of the feature, but could happen later on.

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How will you ensure the blur effect won’t cause any sort of “Jank” for low-end devices with an integrated GPU, like an Intel HD 5500?

You’re seriously underestimating what a modern day cpu can and cannot handle. If a user is using a low-end device and can’t handle said instance maybe it’s time we get a proper way to handle graphic settings. You can’t punish the developers working to achieve quality because you’re using outdated hardware.

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I wonder if it’s possible to use the UIgradients on a UIstroke. If no, is this going to be added or…

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Yeah you will be able to use them. It’s in the main post

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Why would 2D blur run any worse than 3D? To me 2D blur sounds like it would take a similar computation to the 3D blur strategy you propose: just that you have to render a few extra pixels around the edges of frames even if they are occluded to apply the blur

Gonna be level with you, I wasn’t quite all there while typing my original reply (doing 17 things at once - hooray!). You have a completely valid point.

How will you ensure the blur effect won’t cause any sort of “Jank” for low-end devices with an integrated GPU, like an Intel HD 5500?

Frankly, I’m of the belief that Roblox needs to go through and expose proper graphical settings to the end user so we can stop pandering to devices that are almost a decade old, but that’s a different discussion.

I’ve written unoptimized, poorly-managed, software accelerated C# code when I first started programming (over 10 years ago on an intel i3 2nd gen with no GPU) that can apply neat effects to your screen live using a basic GDI capture.

It’s 2021. Time to catch up.

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So if they add this will it be combability with plugins like UIDesginLite and Roundify when roundifying the label and so on?

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You can partially accomplish this with a UIGradient. Setting the upper color to a lighter shade will give you this effect.

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Excited for the update! I’ve noticed that some of the strokes overlap with each other though

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Are we ever going to have triangle GUIs? And are were ever going to be able to union GUIs one day?

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A lot of people don’t know how significant this is for UI Designers.

At last, we can finally have strokes on Rounded UI. A feature that has been needed since the first time UICorner came out.

I’m glad that we don’t need to use 2 Rounded UI’s to achieve this.

Also, more different kinds of borders? This’ll be fun to play around with.

Beautiful update for designers.

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These are good points, thanks for the feedback.

  • The transparency overlap is a known issue and is actually a separate feature we are working on, for all UI systems
  • Drop Shadows is also a separate feature that we have plans to add down the road
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Tiffblocks started by working on the stroke for the text (which is actually a harder problem to solve) and then realized that we can apply this to UI borders as well so we expanded the scope of the feature. Glad you like it!

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I am opening Roblox studio. RIGHT NOW.

As a UI designer, this is AWESOME! This will allow for MUCH more flexibility in my UI, without having to do funny work-arounds. (Oh and no photoshop needed :smiley:)

P.S: Please add UI blurring :pleading_face:

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This is such a great update, and I can’t wait to start experimenting with it!

I have 2 questions though:

  1. Will BorderColor3, BorderMode, and BorderSizePixel be deprecated?
  2. Will TextStrokeColor3 and TextStrokeTransparency be deprecated?

Edit: It seems we have been really good updates in 2021! Good job Roblox!

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They will not be deprecated. UIStroke just offers additional controls when needed.

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