Allowlist limits the number of locally configurable Fast Flags to those explicitly listed.


Hi Creators,

To improve platform security and stability for everyonewe’re introducing a change to how local Fast Flag overrides work. Fast Flags is a beloved but also often misused feature of the Roblox clientis increasingly a contributing factor to cheating and abuseand in some cases can destabilize the client to the point that a client re-installation is required.

To combat the misuse of the Fast Flag systemwe are introducing a new mechanism called the Fast Flag Allowlist (see below). This Allowlist will limit the number of locally configurable Fast Flags to only those explicitly listed.

What’s changing?

The Fast Flag Allowlist is a new system that limits which Fast Flags you can configure locally in your ClientAppSettings.on file.

  • How it works: Only flags included on our official allowlist will be recognized by the client. Any Fast Flag you try to set that isn’t on the list will simply be ignored and will not have an effect.

  • Why we’re making this change: This helps us protect the integrity of the platformprevent abuseand ensure a more stable and reliable experience for all users and creators.

The allowlist is subject to changeand we reserve the right to add or remove flags based on platform needs and community feedback at any time.

The Fast Flag Allowlist will be gradually rolled out over the next few days and fully enabled once we are confident in its functionality and that it will have minimal impact on the (non-cheating part of the) Roblox community.

What Fast Flags are currently on the allowlist?

Disclaimer: We will be re-evaluating this allowlist on a consistent basis and reserve the right to update the allowed Fast Flags at any given time without prior warning. The list below is under no circumstances a guarantee that said flags will not be removed if Roblox sees fit to do so.

Geometry:

  • DFIntCSGLevelOfDetailSwitchingDistance
  • DFIntCSGLevelOfDetailSwitchingDistanceL12
  • DFIntCSGLevelOfDetailSwitchingDistanceL23
  • DFIntCSGLevelOfDetailSwitchingDistanceL34

Rendering:

  • FFlagHandleAltEnterFullscreenManually
  • DFFlagTextureQualityOverrideEnabled
  • DFIntTextureQualityOverride
  • FIntDebugForceMSAASamples
  • DFFlagDisableDPIScale
  • FFlagDebugGraphicsPreferD3D11
  • FFlagDebugSkyGray
  • DFFlagDebugPauseVoxelizer
  • DFIntDebugFRMQualityLevelOverride
  • FIntFRMMaxGrassDistance
  • FIntFRMMinGrassDistance
  • FFlagDebugGraphicsPreferVulkan
  • FFlagDebugGraphicsPreferOpenGL

User Interface:

  • FIntGrassMovementReducedMotionFactor

How have the Fast Flags on the Allowlist been chosen?

The initially allowed Fast Flags were chosen based on two criteria: user demand and frequency of use as reported by Telemetry.

FAQs

Will Roblox Studio be impacted by the Fast Flag Allowlist?

  • NoRoblox Studio Fast Flags are not restricted by the Fast Flag Allowlist.

Will I face consequences if I attempt to use Fast Flags that are not on the Fast Flag Allowlist?

  • No. Fast Flags not on the Allowlist will simply be ignored. No further action will be taken against a user attempting to use a restricted Fast Flag.

My favorite Fast Flag is not allowed. How can I convince Roblox to add it to the Allowlist?

  • Submit a feature requestpreferably with a compelling example of a use case.

I’m using Bloxstrap to set my Fast Flags. Will it still work?

  • Bloxstrap configures Fast Flags by overwriting ClientAppSettings.on. Similar to manually editing ClientAppSettings.onthose added by Bloxstrap will not take effect unless they are on the Fast Flag Allowlist.
239 Likes

This topic was automatically opened after 10 minutes.

The fact that Roblox is open to allowing Fast Flags on request is pretty nice.

Althoughit’s pretty sad that DFIntTaskSchedulerTargetFps has been omitted from the allow list :frowning:

148 Likes

This is genuinely a horrible ideaI’m not sure who would have come up with this. I’m sure there will be a lot of replies praising this but all it’s doing is locking the client down for absolutely no reason in the name of security. There are plenty of highly useful flags for features rolled back or stuff I don’t want that would never be added such as FFlagAdServiceEnabled2020 coreGUI menuand alike. If somebody is modifying flags chances are they know what they’re doing and they’re not going to “break their client beyond repair”…

145 Likes

Good solution to fflag abuse in my opinion.

32 Likes

Finallyone of the worst causes in exploiters is gone from some of my games are gone foreverit was becoming unbearable.

12 Likes

NOOOOOOOmy beloved rccservice is gonna break

11 Likes

Its good and bad at same time.

27 Likes

keep these 2 flags
DFFlagSkipHighResolutiontextureMipsOnLowMemoryDevices
DFFlagSkipHighResolutiontextureMipsOnLowMemoryDevices2

47 Likes

Is this change live? Does it impact Studio as well?

4 Likes

it doesnt impact studiosays it in the post

9 Likes

Unfortunately I think it’s a necessary evil to prevent the rapid abuse of FastFlags and communities built around aimlessly trading broken Flags and scamming little children.

13 Likes

also please bring back the old lighting tech flags

24 Likes

Oh my fast flagsthey’re all gone…

16 Likes

Really sucks for users with monitors that have non-standard refresh rates (aka anything but 144240 and above)I personally use this because I don’t want the client to waste time rendering frames that I can’t perceive

(this also sucks for mobile users because this was the only way to get around the 60 fps lock on mobilemaybe someday mobile will get the refresh rate option as well)

33 Likes

Hello HealthyKarl,
This change is client only.

9 Likes

Please i need thisFFlagDebugLocalRccServerConnection

6 Likes

Look how they massacred my boy :cry:

17 Likes

This will definitely help prevent fastflag cheatershoweverthe allowlist lacks essential fastflags from this list I use to improve performance of Roblox:

{
  "FFlagRenderDebugCheckThreading2": "True",
  "FFlagMovePrerenderV2": "True",
  "FFlagMovePrerender": "True",
  "FFlagDebugCheckRenderThreading": "True",
  "FFlagFastGPULightCulling3": "True",
  "FFlagDebugForceFSMCPULightCulling": "True",
  "FIntTaskSchedulerThreadMin": "2400",
  "FIntRuntimeMaxNumOfThreads": "4800",
}

I can’t confirm that every single one of these provides measurable performance improvementsbut the main point is this: rendering-related fastflags should generally be whitelistedas long as they don’t give users an unfair gameplay advantage.

49 Likes

im sending the fattest list of flags to allow tomorrow
i lied

27 Likes