Engineering ROBLOX for the iPad, Part 3 (Performance Optimization)

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If the first part of developing a well-performing ROBLOX experience for the iPad is ensuring stability through memory optimization, the second part is improving the frame rate to the point it’s as smooth as it is on a modern desktop or laptop computer. The process is a balancing act: push performance optimization to its limit without noticeably degrading the quality of the experience.

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Engineering ROBLOX for the iPad, Part 2 (Memory Optimization)

CrossroadsOne of the most important parts of developing a high-quality ROBLOX experience for the iPad is ensuring smooth, stable, steady game-play performance. iPads are not as powerful as almost any modern-day desktop computer or laptop, which means our developers have to dig deep into ROBLOX’s code, uncover problem areas and tune them to run more efficiently, while keeping game-play quality in mind. The end goal is to have quality and performance exist in harmony; the challenge is pushing performance optimization to its limit without noticeably degrading the experience.

For the past month, the Client Team has been neck-deep in ROBLOX’s source code, identifying inefficiencies and re-engineering them in exchange for quantifiable and positive impacts on performance. One of the best benchmarks for illustrating their collective progress is Crossroads, a classic level the team has been using as an iPad testing ground since September. When we first launched the ROBLOX code stack on an iPad, Crossroads with eight players ran at an unplayable five frames per second (FPS). Today, it runs at a cool 30+ FPS.

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Video: Testing Popular ROBLOX Games on the iPad

ROBLOX iPadAs stated in last week’s Engineering ROBLOX for the iPad article, a significant fraction of ROBLOX developers are currently entrenched in porting the platform to iPad. Among the myriad engineering projects involved in completing this technical feat is one that’s unique to user-generated content platforms: making sure the games users have already poured hours into developing play well on a tablet.

ROBLOX Creative Director John Shedletsky is currently working with a number of game developers to help them implement iPad-friendly design changes — like relocating graphic user interface (GUI) elements to more accessible parts of the screen and fine-tuning touch controls so they’re intuitive and don’t put mobile players at a huge disadvantage. We’ve put together a video demonstrating some of those games running on an iPad, along with an inside look at our progress toward finishing a high-quality ROBLOX app and submitting it to the App Store.

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Engineering ROBLOX for the iPad

ROBLOX iPadROBLOX isn’t your typical video game company. We’re unique in a lot of ways, one of which is our openness about what we’re working on and our plans for the future. Today, we’re happy to stop teasing and start going in-depth on our progress toward releasing ROBLOX for iPad.

ROBLOX for iPad will launch in a couple phases. First, we’ll update the existing ROBLOX Mobile app, which has been available in the App Store since 2011. The update will improve the visual style of the app and is optimized for use on iPad. It will allow us to test all non-game components of the ROBLOX app.

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Hack Week: Envisioning ROBLOX on the iPad

ROBLOX on iPad - In-Game InterfaceDuring this year’s Hack Week, ROBLOX developers shifted gears, working tirelessly to devise and present ideas fueled more by creativity than priority. This week, we’re featuring some of the most innovative ideas to come out of Hack Week. Our third highlighted project is an exploration of how ROBLOX’s in-game, game-browsing and social networking interfaces might look on an iPad. These early-stage mock-ups were conceived and produced by Visual Artist Tara Byars and Visual Designer Miguel Ortiz.

ROBLOX is an expansive platform. So, when it came to mocking up a new ROBLOX interface for a new device, we quickly realized we had to narrow the scope to the stuff users want to do on the go – browse games, play games, network with friends and groups, and buy and sell content.

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Hack Week: Envisioning ROBLOX on the iPad

ROBLOX on iPad - In-Game InterfaceDuring this year’s Hack Week, ROBLOX developers shifted gears, working tirelessly to devise and present ideas fueled more by creativity than priority. This week, we’re featuring some of the most innovative ideas to come out of Hack Week. Our third highlighted project is an exploration of how ROBLOX’s in-game, game-browsing and social networking interfaces might look on an iPad. These early-stage mock-ups were conceived and produced by Visual Artist Tara Byars and Visual Designer Miguel Ortiz.

ROBLOX is an expansive platform. So, when it came to mocking up a new ROBLOX interface for a new device, we quickly realized we had to narrow the scope to the stuff users want to do on the go – browse games, play games, network with friends and groups, and buy and sell content.

Continue reading