State of Roblox graphics API across all platforms, with percentage deltas since EOY 2020. Updated December 31 2021.
API | Share |
---|---|
Direct3D 11+ | 92% (+3%) |
Direct3D 10.1 | 5% (-2%) |
Direct3D 10.0 | 3% (-0.5%) |
API | Share |
---|---|
Direct3D 11+ | 96% (+1%) |
Direct3D 10.1 | 3% (-0.5%) |
Direct3D 10.0 | 1% (-0.5%) |
API | Share |
---|---|
Direct3D 11 | 100% |
API | Share |
---|---|
Metal | 89% (+3%) |
OpenGL 4.1 | 7% (-2%) |
OpenGL 3.3 | 4% (-1%) |
API | Share |
---|---|
Metal | 99.9% (+0.4%) |
OpenGL ES 2.0 | 0.1% (-0.4%) |
API | Share |
---|---|
Vulkan 1.1 | 71% (+24%) |
Vulkan 1.0 | 14% (-9%) |
OpenGL ES 3.2 | 8% (-2%) |
OpenGL ES 3.1 | 4% (-5%) |
OpenGL ES 3.0 | 3% (-5%) |
OpenGL ES 2.0 | 1% (-2%) |
This is actually very interesting!,
I wanted to ask. is Vulkan being used a lot more on android in 2023? Because of how future works, as its still disabled by default on any OpenGL renderer on desktop or mobile. Which is understandable considering how just horrible OpenGL performance can be. Asking this as sometimes the fallback to ShadowMap is really detrimental to some of my experiences.
Another question i had as i used to watch your older videos from roblox and they were quite impresssive!
Why has the VoxelGPUCascaded system actually been removed back then? Was that system even compatible with mobile in terms of performance? Bbecause it looked AWESOME with the sharp shadows and more accurate lights, looking nearly like Future's per pixel lighting implementation!
And lastly, why are certain things such as Specular Highlights, Metallic Maps and PBR in general not functioning on any technology that isnt using Per Pixel lighting? I am not a graphical engineer so I'm just curious as to why thats the case.
Thanks for reading if you come across this! I love your work and i hope roblox will continue becoming more awesome!