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UncleCPU (talk | contribs)
(Revamped the section that describes what happens at each graphics setting. May not make much sense, so feel free to edit it to make more sense.)
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'''Graphics settings''' are a 10-level adjustable bar for the looks (and performance) of [[ROBLOX]].
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'''Graphics settings''' are a 10-level adjustable bar for the looks (and performance) of [[ROBLOX|Roblox]].
 
{| class="article-table"
 
{| class="article-table"
 
!Graphics
 
!Graphics
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|-
 
|-
 
|1
 
|1
  +
|
|Basic, fastest settings
 
  +
The most basic level. No sun rays, depth of field, and low quality neon/bloom and blur. Uses voxel-based lighting and cuts the render distance back (render distance is variable however). Geometry is shaded using [https://en.wikipedia.org/wiki/Gouraud_shading Gouraud shading]. Particle emitters also emit at a reduced rate. Texture filtering is bilinear.
 
|-
 
|-
 
|2
 
|2
|Increased asset render distance
+
|Increased render distance. Voxel lighting render distance is also increased. Particle emitters now emit more particles.
 
|-
 
|-
 
|3
 
|3
  +
|Geometry now shaded more accurately (probably using [https://en.wikipedia.org/wiki/Phong_shading Phong shading]). Textures also get normal maps and particle emitter rate is increased.
|Textures become 3D (Via bumpmapping technology), increased asset render distance
 
 
|-
 
|-
 
|4
 
|4
  +
|Increases render distance of voxel lighting. If ShadowMap is selected under Lighting.Technology, the game will now use shadow maps (unless the graphics mode is Direct3D9 or OpenGL). Phong shading distance and particle emission rate increased.
|Increased texture lighting, increased asset render distance
 
 
|-
 
|-
 
|5
 
|5
  +
|Shadow map renders farther. Geometry render distance also increases. Phong shading distance, voxel lighting distance, and particle emission rate also increase. Texture filtering is also better now.
|Increased 3D texture/shadow/lighting, increased asset render distance
 
 
|-
 
|-
 
|6
 
|6
  +
|The items mentioned above get increased except for texture filtering. The bloom and blur effects are now high-resolution.
|Neon gets a glow effect, Slight lighting difference, blur, and bloom, increased asset render distance
 
 
|-
 
|-
 
|7
 
|7
  +
|More increases from graphics level 6, and texture filtering also gets a boost.
|Texture/Lighting increases, increased asset render distance
 
 
|-
 
|-
 
|8
 
|8
  +
|Roblox's visual feature set is now more complete at this level. Terrain now receives normal mapping, and water reflects and refracts, and is now transparent. Items from 7 are increased even further. Extra post-processing effects (sun rays and depth of field) now appear. Glass effects also activate now.
|Graphics set to full visuals, terrain gets a realistic look and feel, and more texture/lighting increases, sun rays, increased asset render distance
 
 
|-
 
|-
 
|9
 
|9
  +
|Minor improvements over 8 + MSAA to get rid of aliased/jagged lines on the edges of any geometry. The particle emission rate is now only slightly lower than on graphics level 10. Texture filtering is also maxed out.
|More texture/lighting increases, Anti-Aliasing shows to fix jagged lines. Slight full visuals increases.
 
 
|-
 
|-
 
|10
 
|10
  +
|The full visual feature set. An enhanced version of level 9 graphics. Render distance is now fixed to 100000 studs, shadow map distance is pushed to max (somewhere around 600 studs), shading distance is also increased, and [https://en.wikipedia.org/wiki/Screen_space_ambient_occlusion SSAO] is added, adding shading to crevices visible on-screen. The particle emission rate is also maxed out and emits at the set rate.
|Graphics 10 - More texture/lighting increases, Dynamic Shadows. Slight full visuals increases, highest Anti-aliasing the player's GPU supports.
 
 
|}
 
|}
Note: Only fast PCs can handle 10, but it is recommended to set graphics to 1 to play ROBLOX at 60 fps.
+
Note: Computers with enough power can handle 10, but for low-end computers, graphics level 1 is recommended. Changing your graphics API through GraphicsMode in Roblox Studio can also adversely affect performance (see the section below).
   
=== Studio Options ===
+
== GraphicsMode ==
 
The GraphicsMode drop-down box shows a list of all graphics modes for ROBLOX to work. There are currently 6 graphic modes available.
Previously, ROBLOX had most of the graphic changes done in a studio menu. Now the only graphics options are:
 
 
=== Automatic ===
 
AA-Sampling: Mixes pixels (settings: none, 4, 8)
 
 
Anti-aliasing: Smooths the edges of bricks (for 9 or higher)
 
 
GraphicsMode (see next heading)
 
 
==GraphicsMode==
 
The GraphicsMode drop-down box shows a list of all graphics mode for ROBLOX to work. There are currently 6 graphic modes available.
 
===Automatic===
 
 
The default graphics mode, this option chooses the best graphics mode for your computer.
 
The default graphics mode, this option chooses the best graphics mode for your computer.
===Direct3D11===
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=== Direct3D11 ===
The 11th generation of the DirectX series as an API Framework. It supports for Shader Model 5.0, Dynamic shader linking, addressable resources, additional resource types, subroutines, geometry instancing, coverage as pixel shader input, programmable interpolation of inputs, new texture compression formats (1 new LDR format and 1 new HDR format), texture clamps to limit WDDM preload, require 8-bits of subtexel and sub-mip precision on texture filtering, 16K texture limits, Gather4(support for multi-component textures, support for programmable offsets), DrawIndirect, conservative oDepth, Depth Bias, addressable stream output, per-resource mipmap clamping, floating-point viewports, shader conversion instructions, improved multithreading.
+
The 11th generation of the DirectX series as an API Framework. It supports for Shader Model 5.0, Dynamic shader linking, addressable resources, additional resource types, subroutines, geometry instancing, coverage as pixel shader input, programmable interpolation of inputs, new texture compression formats (1 new LDR format and 1 new HDR format), texture clamps to limit WDDM preload, require 8-bits of subtexel and sub-MIP precision on texture filtering, 16K texture limits, Gather4(support for multi-component textures, support for programmable offsets), DrawIndirect, conservative oDepth, Depth Bias, addressable stream output, per-resource mipmap clamping, floating-point viewports, shader conversion instructions, improved multithreading.
===Direct3D9===
+
=== Direct3D9 ===
The 9th generation of the DirectX series as an API Framework. It added a new version of the High Level Shader Language support for floating-point texture formats, Multiple Render Targets(MRT), Multiple-Element Textures, texture lookups in the vertex shader and stencil buffer techniques.
+
The 9th generation of the DirectX series as an API Framework. It added a new version of the High Level Shader Language support for floating-point texture formats, Multiple Render Targets(MRT), Multiple-Element Textures, texture lookups in the vertex shader, and stencil buffer techniques.
===Metal===
+
=== Metal ===
 
Apple's 3D graphics API framework, This graphics mode was added recently in November 5, 2016. Metal further improves the capabilities of GPGPU programming by introducing compute shaders.
 
Apple's 3D graphics API framework, This graphics mode was added recently in November 5, 2016. Metal further improves the capabilities of GPGPU programming by introducing compute shaders.
===NoGraphics===
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=== NoGraphics ===
  +
When selected, the game will not be rendered, and instead, a [https://wiki.roblox.com/index.php?title=Diagnostics Diagnostics] window will show on screen. It is used to diagnose issues with graphics, in-game physics, etc.
An unknown graphics option. When selected, this leads to a game crash when starting a game. Users reported that bunch of numbers show up while using this graphics mode in-game.
 
  +
===OpenGL===
+
=== OpenGL ===
 
OpenGL is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering. Users reported that games run smoothly while using this graphics mode.
 
OpenGL is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering. Users reported that games run smoothly while using this graphics mode.
===Vulkan===
+
=== Vulkan ===
The new graphics mode featured on the morning March 17, 2017, which is a competitor against OpenGL for most power users. Like OpenGL, Vulkan targets high-performance realtime 3D graphics applications such as video games and interactive media across all platforms, and can offer higher performance and more balanced CPU/GPU usage, much like Direct3D 12 and Mantle. Other major differences to Direct3D (prior to version 12) and OpenGL are Vulkan being a considerably lower level API and offering parallel tasking. Vulkan also has the ability to render 2D graphics applications, however it is generally suited for 3D. In addition to its lower CPU usage, Vulkan is also able to better distribute work amongst multiple CPU cores.
+
The new graphics mode featured on the morning March 17, 2017, which is a competitor against OpenGL for most power users. Like OpenGL, Vulkan targets high-performance realtime 3D graphics applications such as video games and interactive media across all platforms and can offer higher performance and more balanced CPU/GPU usage, much like Direct3D 12 and Mantle. Other major differences to Direct3D (prior to version 12) and OpenGL are Vulkan being a considerably lower level API and offering parallel tasking. In addition to its lower CPU usage, Vulkan is also able to better distribute work amongst multiple CPU cores.
   
 
== Trivia ==
 
== Trivia ==
 
{{Trivia section}}
 
{{Trivia section}}
* <s>It is unknown if the options for graphics modes are the same for every computer setup.</s> (i tested this on various different computers and it is all the same)
 
* It is shown in one video that one of the graphics mode options makes the game look like the traditional very old graphics (Comic Sans text, rainbow outline type forcefield).{{Cite}}
 
 
* The debug console tracks if you have anti-aliasing.
 
* The debug console tracks if you have anti-aliasing.
* It is possible that the studio options don't actually work, due to no known difference when having them enabled and the debug console implying its never on.
 
* Old graphic options included resolution for each separate material, and some sort of extension from graphics 1–10 to 1–21.{{Cite}}
 
 
[[Category:In-game features]]
 
[[Category:In-game features]]
 
[[Category:Features]]
 
[[Category:Features]]

Revision as of 23:33, 23 May 2020

Graphics settings are a 10-level adjustable bar for the looks (and performance) of Roblox.

Graphics Info
1

The most basic level. No sun rays, depth of field, and low quality neon/bloom and blur. Uses voxel-based lighting and cuts the render distance back (render distance is variable however). Geometry is shaded using Gouraud shading. Particle emitters also emit at a reduced rate. Texture filtering is bilinear.

2 Increased render distance. Voxel lighting render distance is also increased. Particle emitters now emit more particles.
3 Geometry now shaded more accurately (probably using Phong shading). Textures also get normal maps and particle emitter rate is increased.
4 Increases render distance of voxel lighting. If ShadowMap is selected under Lighting.Technology, the game will now use shadow maps (unless the graphics mode is Direct3D9 or OpenGL). Phong shading distance and particle emission rate increased.
5 Shadow map renders farther. Geometry render distance also increases. Phong shading distance, voxel lighting distance, and particle emission rate also increase. Texture filtering is also better now.
6 The items mentioned above get increased except for texture filtering. The bloom and blur effects are now high-resolution.
7 More increases from graphics level 6, and texture filtering also gets a boost.
8 Roblox's visual feature set is now more complete at this level. Terrain now receives normal mapping, and water reflects and refracts, and is now transparent. Items from 7 are increased even further. Extra post-processing effects (sun rays and depth of field) now appear. Glass effects also activate now.
9 Minor improvements over 8 + MSAA to get rid of aliased/jagged lines on the edges of any geometry. The particle emission rate is now only slightly lower than on graphics level 10. Texture filtering is also maxed out.
10 The full visual feature set. An enhanced version of level 9 graphics. Render distance is now fixed to 100000 studs, shadow map distance is pushed to max (somewhere around 600 studs), shading distance is also increased, and SSAO is added, adding shading to crevices visible on-screen. The particle emission rate is also maxed out and emits at the set rate.

Note: Computers with enough power can handle 10, but for low-end computers, graphics level 1 is recommended. Changing your graphics API through GraphicsMode in Roblox Studio can also adversely affect performance (see the section below).

GraphicsMode

The GraphicsMode drop-down box shows a list of all graphics modes for ROBLOX to work. There are currently 6 graphic modes available.

Automatic

The default graphics mode, this option chooses the best graphics mode for your computer.

Direct3D11

The 11th generation of the DirectX series as an API Framework. It supports for Shader Model 5.0, Dynamic shader linking, addressable resources, additional resource types, subroutines, geometry instancing, coverage as pixel shader input, programmable interpolation of inputs, new texture compression formats (1 new LDR format and 1 new HDR format), texture clamps to limit WDDM preload, require 8-bits of subtexel and sub-MIP precision on texture filtering, 16K texture limits, Gather4(support for multi-component textures, support for programmable offsets), DrawIndirect, conservative oDepth, Depth Bias, addressable stream output, per-resource mipmap clamping, floating-point viewports, shader conversion instructions, improved multithreading.

Direct3D9

The 9th generation of the DirectX series as an API Framework. It added a new version of the High Level Shader Language support for floating-point texture formats, Multiple Render Targets(MRT), Multiple-Element Textures, texture lookups in the vertex shader, and stencil buffer techniques.

Metal

Apple's 3D graphics API framework, This graphics mode was added recently in November 5, 2016. Metal further improves the capabilities of GPGPU programming by introducing compute shaders.

NoGraphics

When selected, the game will not be rendered, and instead, a Diagnostics window will show on screen. It is used to diagnose issues with graphics, in-game physics, etc.

OpenGL

OpenGL is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering. Users reported that games run smoothly while using this graphics mode.

Vulkan

The new graphics mode featured on the morning March 17, 2017, which is a competitor against OpenGL for most power users. Like OpenGL, Vulkan targets high-performance realtime 3D graphics applications such as video games and interactive media across all platforms and can offer higher performance and more balanced CPU/GPU usage, much like Direct3D 12 and Mantle. Other major differences to Direct3D (prior to version 12) and OpenGL are Vulkan being a considerably lower level API and offering parallel tasking. In addition to its lower CPU usage, Vulkan is also able to better distribute work amongst multiple CPU cores.

Trivia

This section is a trivia section. Please relocate any relevant information into other sections of the article.

  • The debug console tracks if you have anti-aliasing.