The ROBLOX game engine interweaves multiple jobs to create an accurate on-screen representation of your multiplayer, physically simulated games. The primary jobs are physics, rendering, networking and Lua scripts, and each job is updated at a frequency that balances performance and fidelity. We are working on rolling out an optimization to those update frequencies – particularly in relation to the physics and rendering jobs – to boost ROBLOX’s max framerate to 60 at almost no cost to performance.
In an ideal world, each of the primary jobs would be updated at exactly the same frequency (let’s say 120Hz), your computer and network would be able to manage the load, and the framerate would stay locked at 120. However, in an online game as complex and variable as ROBLOX, that’s a dream. Instead, we have to optimize the frequency at which each job provides new data for the best possible experience. This is what we’ve done to increase ROBLOX’s framerate to 60: optimize the frequency and distribution of physics updates, and ultimately synchronize the physics frequency with the render frequency.
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