Graphics settings are a 10-level adjustable bar for the looks (and performance) of Roblox.
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).
The GraphicsMode drop-down box shows a list of all graphics modes for ROBLOX to work. There are currently 6 graphic modes available.
The default graphics mode, this option chooses the best graphics mode for your computer.
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 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.
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.
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 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.
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.
- The debug console tracks if you have anti-aliasing.