# Graphical Settings

# Increased Grass Motion & No Grass Motion

{
    "FIntGrassMovementReducedMotionFactor": "999"
}
{
    "FIntGrassMovementReducedMotionFactor": "0"
}

# No Bloom/Clouds

# @burgerboxer
{
    "FFlagRenderNoLowFrmBloom": "False"
}

# Render Occlusion Culling

# @CloneTrooper1019
{
    "DFFlagUseVisBugChecks": "True",
    "FFlagEnableVisBugChecks27": "True",
    "FFlagVisBugChecksThreadYield": "True",
    "FIntEnableVisBugChecksHundredthPercent27": "100"
}

# Increased Particles on low graphics

# @teeenoob
{
    "FFlagDebugDeterministicParticles" : "True"
}

# Makes stuff slightly brighter

{
    "FFlagRenderFixFog": "True"
}

# Better shadows

{
    "FFlagRenderInitShadowmaps": "true"
}

# HyperThreading

{
    "FFlagDebugCheckRenderThreading": "True",
    "FFlagRenderDebugCheckThreading2": "True"
}

# Maximum Threads

{
    "FIntRuntimeMaxNumOfThreads": "2400"
}

# Minimum Threads

{
    "FIntTaskSchedulerThreadMin": "3"
}

# Object Reflection Support!

{
    "FFlagObjectReflectionSupport": "true"
}

# Smoother Terrain

{
    "FFlagDebugRenderingSetDeterministic": "True"
}

# Vertex Smoothing Group Tolerance

  • The FIntVertexSmoothingGroupTolerance flag controls the tolerance level for vertex smoothing groups in 3D graphics.
  • Lower values result in lower smoothing quality as more errors are tolerated, making models appear more angular and less smooth.
  • Higher values increase the smoothing accuracy, leading to smoother, more visually appealing models with fewer artifacts.
{
    "FIntVertexSmoothingGroupTolerance": "1000"
}

# Force Graphics Quality Level

{
    "FIntRomarkStartWithGraphicQualityLevel": "1"
}

# Disable Player Shadows

{
    "FIntRenderShadowIntensity": "0"
}

# Unified Lighting Blend Zone

  • Explanation:
  • Controls the distance over which light transitions blend.
  • Lower values create sharper transitions.
  • Higher values make transitions smoother.
{
     "FIntUnifiedLightingBlendZone": 400
}

# Disable Shadows

{
    "DFIntCullFactorPixelThresholdShadowMapHighQuality": "2147483647",
    "DFIntCullFactorPixelThresholdShadowMapLowQuality": "2147483647"
}

# Simulation Optimization Flag

{
   "FFlagSimEnableDCD16": "true"
}

# Limits light updates

{
    "FIntRenderLocalLightUpdatesMax": "8",
    "FIntRenderLocalLightUpdatesMin": "6"
}

# Preserve rendering quality with display setting

{
    "DFFlagDisableDPIScale": "True"
}

# Low Graphics Quality w/ Max Render Distance/FRM Quality Levels

{
    "DFIntDebugFRMQualityLevelOverride": "1"
}

FRM Levels

Low

1 = 3
2 = 2
3 = 6

High

4 = 7
5 = 11
6 = 14
7 = 15 
8 = 17
9 = 18
10 = 21

# Old Version of FRM

{   
   "FFlagFRMRefactor": "false"
}

# FRM 21 Graphics Quality Slider

{
    "FFlagCommitToGraphicsQualityFix": "True",
    "FFlagFixGraphicsQuality": "True"
}

# Low Render Distance

{
    "DFIntDebugRestrictGCDistance": "1"
}

# Simulation Optimization Flag

  • The DFFlagSimOptimizeSetSize flag is used to optimize the size of sets in simulations.
  • Enabling this flag activates optimization techniques that reduce the size of simulation sets, leading to better performance by decreasing memory usage and potentially improving processing speeds during simulations.
{
  "DFFlagSimOptimizeSetSize": true
}

# Limits light updates

{
    "FIntRenderLocalLightUpdatesMax": "8",
    "FIntRenderLocalLightUpdatesMin": "6"
}

# Directional Attenuation Max Points

  • Explanation:
  • Limits the maximum number of sample points for calculating directional light attenuation..
  • Lower values improve performance but may reduce lighting accuracy.
  • Higher values increase lighting accuracy but may slow rendering in complex lighting setups.
{
   "FIntDirectionalAttenuationMaxPoints": "400"
}

# Disables fade in and fade out animation every light update

{
    "FIntRenderLocalLightFadeInMs": "0"
}

# Makes avatars shiny

{
    "DFIntRenderClampRoughnessMax": "-640000000",
    "DFIntDebugFRMQualityLevelOverride": "6"
}

# Disable PostFX

{
    "FFlagDisablePostFx": "True"
}

# Pause Voxelizer/Disable Baked Shadows

{
    "DFFlagDebugPauseVoxelizer": "True"
}

# Gray Sky

{
    "FFlagDebugSkyGray": "True"
}

# Force LOD on Meshes

{
    "DFIntCSGLevelOfDetailSwitchingDistance": "0",
    "DFIntCSGLevelOfDetailSwitchingDistanceL12": "0",
    "DFIntCSGLevelOfDetailSwitchingDistanceL23": "0",
    "DFIntCSGLevelOfDetailSwitchingDistanceL34": "0"
}

# Lighting Attenuation

{
    "FFlagNewLightAttenuation": "True"
}

# New Version of Render

{
  "FFlagRenderCBRefactor2": true
}

# Enable GPULightCulling

{
    "FFlagFastGPULightCulling3": "True"
}

# Enable CPULightCulling

{
    "FFlagDebugForceFSMCPULightCulling": "True"
}

# Frame Buffer

{
    "DFIntMaxFrameBufferSize": "4"
}

# Smoother/Faster Input

  • This flag controls the refactoring of the legacy input handling system in Roblox.
  • Recommendation: Test your game thoroughly after enabling this flag to ensure that everything functions as expected.
{
    "FFlagLuaAppLegacyInputSettingRefactor": true
}

# Low Quallity Terrain Textures

{
    "FIntTerrainArraySliceSize": "4"
}

# Force Texture Quality

{
    "DFFlagTextureQualityOverrideEnabled": "True",
    "DFIntTextureQualityOverride": "3"
}

# Lower Quality Textures

{
    "DFIntPerformanceControlTextureQualityBestUtility": "-1"
}

# No avatar textures

{
    "DFIntTextureCompositorActiveJobs": "0"
}

# Texture Manager

{
    "FIntDebugTextureManagerSkipMips": "-1"
}

# Remove Grass

{
    "FIntFRMMinGrassDistance": "0",
    "FIntFRMMaxGrassDistance": "0",
    "FIntRenderGrassDetailStrands": "0",
}

# Force MSAA

{
    "FIntDebugForceMSAASamples": "4"
}

# Remove Unrequired Connections

{
    "FFlagUserUpdateInputConnections": "true"
}

# Raycast Performance Improvements

{
    "FFlagUserRaycastPerformanceImprovements": "true"
}

# ShadowMap Bias

{
    "FIntRenderShadowmapBias": "75"
}

# No Shaders

{
    "FFlagGraphicsGLEnableSuperHQShadersExclusion": false,
    "FFlagGraphicsGLEnableHQShadersExclusion": false
}

# Render Shadow Skip Huge Culling

{
  "FFlagRenderShadowSkipHugeCulling": "true"
}

# Render Skip Reading Shader Data

{
  "FFlagRenderSkipReadingShaderData": "false"
}

# Shoe Skip Render Mesh

{
  "FFlagShoeSkipRenderMesh": "false"
}

# Limits number of animations being played

{
    "DFIntMaxActiveAnimationTracks": "0"
}