First, of course, load up the game via Roblox. Once you are in-game, press Shift + F5 on your keyboard. This will bring up the FPS counter on the top left of the screen.
You need to know these things to understand this tutorial properly!
How would I set someones ROBLOX FPS. Travel Details: 1 answer. If I am correct, there is NO possible way to set someone's FPS. The only way to make someone lag is either they having a laggy and bad computer, or you just completely filling your game with nonsense and HUGE stuff, or putting in scripts that could potentially lag the server.
The topics that I’ll cover:
Graphics Lag
0:121:29In and then what you're going to do is you're going to hold shift. And then you're going to press f5MoreIn and then what you're going to do is you're going to hold shift. And then you're going to press f5.
Press the Windows logo key + G to open up the Game Bar, select the Overlay menu, and then the Performance tab. Select the FPS tab in the Performance tab, then click on the Request Access button. Follow the instructions, then restart your PC for the changes to take effect.
PC gamers, however, are more accustomed to this frame rate, having played their games at 60 FPS for over a decade. For most people, 60 FPS is the best frame rate to play at. This isn't only because of the smoothness of the images displayed, but also because 60Hz monitors are the most readily available ones.
Some experts will tell you that the human eye can see between 30 and 60 frames per second. Some maintain that it's not really possible for the human eye to perceive more than 60 frames per second.
Comparitively, counting every frame that occurs in one second is probably the purest implementation you’ll ever get of an ‘FPS’ value, since literally it’s counting the frames that occur every second.
Again, that is ‘frames per second’, 1 / deltaTime is just another way of representing frametime, not framerate or fps.
Yet, counting the framerate every second and showing it that way is perfectly readable and is arguably more accurate to the end-user.