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Roblox Hitbox Expander Settings

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58% found this document useful (19 votes)
64K views3 pages

Roblox Hitbox Expander Settings

Uploaded by

rares
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
  • V1 Settings
  • Custom Settings
  • V2 Settings
  • Custom 2 Settings
  • V3 Settings

Custom

{
"FFlagHumanoidParallelFixTickleFloor2_PlaceFilter": "True",
"FFlagFixMemoryPriorizationCrash": "True",
"FIntUGCValidationTorsoThresholdFront": "150",
"FIntUGCValidationTorsoThresholdSide": "150",
"FIntUGCValidationTorsoThresholdBack": "150",
"FIntUGCValidationLeftArmThresholdBack": "55",
"FIntUGCValidationLeftArmThresholdFront": "55",
"FIntUGCValidationLeftArmThresholdSide": "55",
"FIntUGCValidationLeftLegThresholdBack": "55",
"FIntUGCValidationLeftLegThresholdFront": "55",
"FIntUGCValidationLeftLegThresholdSide": "55",
"FIntUGCValidationRightArmThresholdBack": "55",
"FIntUGCValidationRightArmThresholdFront": "55",
"FIntUGCValidationRightArmThresholdSide": "55",
"FIntUGCValidationRightLegThresholdBack": "55",
"FIntUGCValidationRightLegThresholdFront": "55",
"FIntUGCValidationRightLegThresholdSide": "55"
}

V1{
"FFlagHandleAltEnterFullscreenManually": "False",
"FLogNetwork": "7",
"DFIntTaskSchedulerTargetFps": "1500",
"FFlagFixGraphicsQuality": "True",
"FFlagDebugGraphicsPreferD3D11": "True",
"DFFlagTextureQualityOverrideEnabled": "True",
"DFFlagDisableDPIScale": "True",
"FIntRenderShadowIntensity": "0",
"DFFlagDebugRenderForceTechnologyVoxel": "True",
"FFlagDisablePostFx": "True",
"FIntTerrainArraySliceSize": "0",
"FIntDebugForceMSAASamples": "1",
"FFlagTaskSchedulerLimitTargetFpsTo2402": "False",
"FIntUGCValidationLeftArmThresholdBack": "23",
"FIntUGCValidationLeftArmThresholdFront": "27",
"FIntUGCValidationLeftArmThresholdSide": "40",
"FIntUGCValidationLeftLegThresholdBack": "40",
"FIntUGCValidationLeftLegThresholdFront": "40",
"FIntUGCValidationLeftLegThresholdSide": "36",
"FIntUGCValidationRightArmThresholdBack": "46",
"FIntUGCValidationRightArmThresholdFront": "50",
"FIntUGCValidationRightArmThresholdSide": "80",
"FIntUGCValidationRightLegThresholdBack": "80",
"FIntUGCValidationRightLegThresholdFront": "80",
"FIntUGCValidationRightLegThresholdSide": "76",
"FIntUGCValidationTorsoThresholdBack": "200",
"FIntUGCValidationTorsoThresholdFront": "200",
"FIntUGCValidationTorsoThresholdSide": "200"
}

V2

{
"FFlagHumanoidParallelFixTickleFloor2_PlaceFilter":
"True;2573981315;6317172524;4999654929;189707",
"FFlagFixMemoryPriorizationCrash": "True",
"FIntUGCValidationTorsoThresholdFront": "150",
"FIntUGCValidationTorsoThresholdSide": "150",
"FIntUGCValidationTorsoThresholdBack": "150",
"FIntUGCValidationLeftArmThresholdBack": "35",
"FIntUGCValidationLeftArmThresholdFront": "35",
"FIntUGCValidationLeftArmThresholdSide": "55",
"FIntUGCValidationLeftLegThresholdBack": "55",
"FIntUGCValidationLeftLegThresholdFront": "55",
"FIntUGCValidationLeftLegThresholdSide": "50",
"FIntUGCValidationRightArmThresholdBack": "35",
"FIntUGCValidationRightArmThresholdFront": "35",
"FIntUGCValidationRightArmThresholdSide": "55",
"FIntUGCValidationRightLegThresholdBack": "55",
"FIntUGCValidationRightLegThresholdFront": "55",
"FIntUGCValidationRightLegThresholdSide": "50"
}

V3

{
"FFlagHumanoidParallelFixTickleFloor2_PlaceFilter": "True",
"FFlagFixMemoryPriorizationCrash": "True",
"FIntUGCValidationTorsoThresholdFront": "150",
"FIntUGCValidationTorsoThresholdSide": "150",
"FIntUGCValidationTorsoThresholdBack": "150",
"FIntUGCValidationLeftArmThresholdBack": "35",
"FIntUGCValidationLeftArmThresholdFront": "35",
"FIntUGCValidationLeftArmThresholdSide": "55",
"FIntUGCValidationLeftLegThresholdBack": "55",
"FIntUGCValidationLeftLegThresholdFront": "55",
"FIntUGCValidationLeftLegThresholdSide": "50",
"FIntUGCValidationRightArmThresholdBack": "35",
"FIntUGCValidationRightArmThresholdFront": "35",
"FIntUGCValidationRightArmThresholdSide": "55",
"FIntUGCValidationRightLegThresholdBack": "55",
"FIntUGCValidationRightLegThresholdFront": "55",
"FIntUGCValidationRightLegThresholdSide": "50"
}

Custom 2

{
"FFlagHandleAltEnterFullscreenManually": "False",
"FLogNetwork": "7",
"DFIntTaskSchedulerTargetFps": "1500",
"FFlagFixGraphicsQuality": "True",
"FFlagDebugGraphicsPreferD3D11": "True",
"DFFlagTextureQualityOverrideEnabled": "True",
"DFFlagDisableDPIScale": "True",
"FIntRenderShadowIntensity": "0",
"DFFlagDebugRenderForceTechnologyVoxel": "True",
"FFlagDisablePostFx": "True",
"FIntTerrainArraySliceSize": "0",
"FIntDebugForceMSAASamples": "1",
"FFlagTaskSchedulerLimitTargetFpsTo2402": "False",
"FIntUGCValidationLeftArmThresholdBack": "150",
"FIntUGCValidationLeftArmThresholdFront": "150",
"FIntUGCValidationLeftArmThresholdSide": "150",
"FIntUGCValidationLeftLegThresholdBack": "150",
"FIntUGCValidationLeftLegThresholdFront": "150",
"FIntUGCValidationLeftLegThresholdSide": "150",
"FIntUGCValidationRightArmThresholdBack": "150",
"FIntUGCValidationRightArmThresholdFront": "150",
"FIntUGCValidationRightArmThresholdSide": "150",
"FIntUGCValidationRightLegThresholdBack": "150",
"FIntUGCValidationRightLegThresholdFront": "150",
"FIntUGCValidationRightLegThresholdSide": "150",
"FIntUGCValidationTorsoThresholdBack": "200",
"FIntUGCValidationTorsoThresholdFront": "200",
"FIntUGCValidationTorsoThresholdSide": "200"
}

Common questions

Powered by AI

Keeping 'FFlagTaskSchedulerLimitTargetFpsTo2402' as 'False' suggests a prioritization of performance over enforceable frame rate capping, potentially allowing the system to dynamically adjust to optimal frame rates based on demand and resource availability, thereby maximizing graphical fluidity and responsiveness .

Setting 'FIntRenderShadowIntensity' to 0 implies a complete disabling of shadow rendering, which likely boosts performance by reducing graphical computation load. This trade-off, however, may negatively impact visual quality, as shadows contribute significantly to depth and realism in graphics rendering .

The consistent presence of 'FFlagFixMemoryPriorizationCrash' flag across all versions indicates a systemic approach to addressing memory prioritization issues, likely enhancing system reliability by preventing crashes related to memory management .

The change from uniform values in V1 to differentiated values like 50 in V2 suggests an adaptation to evolving user preferences. This shift may indicate a trend toward enhanced user autonomy in content creation, fostering innovation and customization by allowing more complex and varied arm postures while adhering to normative constraints .

Different 'FIntUGCValidationTorsoThreshold' values for front, side, and back views suggest variations in model validation criteria. For example, V1 uses a threshold of 150 for all three views, potentially indicating a balance in model validation. In contrast, V2 increases these thresholds to 200, which might reflect a stricter standard for torso modeling or a different emphasis in model articulation .

Variations in arm's threshold values, such as the consistent 55 in V1 versus values ranging from 23 to 80 in V2, reflect a strategy to balance customization with accessibility. The lower values in V2 for various angles potentially allow more diversity in customization, indicating a possible shift towards enhancing user-generated content flexibility while maintaining structural integrity .

The active 'FFlagDebugGraphicsPreferD3D11' across versions indicates a preference for Direct3D 11, which likely provides enhanced support for contemporary graphics hardware, thus ensuring wider cross-version compatibility by leveraging advanced rendering capabilities that optimize system performance on modern devices .

The 'FFlagHandleAltEnterFullscreenManually' categorized as 'False' implies that the system automatically manages fullscreen transitions, providing a smoother user interface experience by abstracting control complexities from the user, potentially simplifying system configuration and usage .

The threshold settings for legs across different directions, such as the consistent value of 55 in V1 versus varied values like 36-80 in V2, impact the robustness by setting limitations on how different leg orientations are validated. The varied thresholds in V2 might allow more flexibility in model articulation, enhancing the robustness and versatility of legs in motion, crucial for dynamic virtual environments .

Differing approaches in UGC validation for virtual leg models—such as consistently 55 in V1 versus varied values like 36-80 in V2 or custom 2—reflect a nuanced strategy to boost user engagement. Varied threshold values permit a greater degree of model customization, which encourages creative expression among users, potentially increasing engagement by catering to more diverse styling and content creation preferences .

Custom
{
  "FFlagHumanoidParallelFixTickleFloor2_PlaceFilter": "True",
  "FFlagFixMemoryPriorizationCrash": "True",
  "FIntUG
"FFlagFixMemoryPriorizationCrash": "True",
  "FIntUGCValidationTorsoThresholdFront": "150",
  "FIntUGCValidationTorsoThresh
"FIntUGCValidationLeftArmThresholdFront": "150",
  "FIntUGCValidationLeftArmThresholdSide": "150",
  "FIntUGCValidationLeft

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