FFS Docs

24,091 FastFlags with their value type, category, and which verified lists use them. 8077 have written explanations so far.

6,206 stable17,885 potentially unstableLast updated

Roblox doesn't publish documentation for these flags, so nothing here is official. Plain descriptions are hand-written from names, categories and real-world use. Ones marked AI were written by a local model from the flag name alone — it has no source to look anything up in, so treat those as a rough hint and verify before relying on them.

Stable vs. potentially unstable

Stable flags come from the curated set that's known to be useful and safe to apply. Potentially unstable flags were pulled in from the full engine dump — they're real, but untested here and may do nothing, break rendering, or stop the client launching. Try those one at a time.

Every known FastFlag is in this list.

Stable and potentially unstable together cover the full set. The stable half comes from Masterstrap/All-Fast-Flags, which covers the flags actually worth using as a player. The rest is everything else Roblox exposes, tracked by MaximumADHD/Roblox-FFlag-Tracker.

Roblox adds and removes flags with most updates, so this is a snapshot rather than a live feed — check the trackers above if you're after something brand new.

Stability
Device

24,091 flags · showing first 60

ClientPacketExcessMicrosecondsintegerOtherLow Ping

Extra microseconds the client may spend processing packets beyond its normal budget.

ClientPacketMaxDelayMsintegerOtherLow Ping

Maximum milliseconds a packet may sit queued before it must be processed.

ClientPacketMaxFrameMicrosecondsintegerOtherLow Ping

Upper bound on microseconds spent processing packets in a single frame.

ClientPacketMinMicrosecondsintegerOtherLow Ping

Minimum microseconds guaranteed to packet processing each frame.

CSGLevelOfDetailSwitchingDistanceintegerGraphicsPotato Graphics

Distance at which CSG (solid-modelled) parts switch to a lower level of detail.

CSGLevelOfDetailSwitchingDistanceL12integerGraphicsPotato Graphics

LOD switching distance between CSG levels 1 and 2.

CSGLevelOfDetailSwitchingDistanceL23integerGraphicsPotato Graphics

LOD switching distance between CSG levels 2 and 3.

CSGLevelOfDetailSwitchingDistanceL34integerGraphicsPotato Graphics

LOD switching distance between CSG levels 3 and 4.

DebugForceMSAASamplesintegerGraphicsPotato Graphics

Non-dynamic counterpart of the MSAA override.

DebugFRMQualityLevelOverrideintegerGraphicsPotato Graphics

Non-dynamic counterpart of the FRM quality override.

DebugGraphicsPreferD3D11booleanGraphicsPotato Graphics

Prefers the Direct3D 11 backend, which is often more stable on older Windows GPUs.

DebugLimitMinTextureResolutionWhenSkipMipsintegerGraphicsPotato Graphics

Non-dynamic counterpart of the minimum-resolution limit.

DebugPauseVoxelizerbooleanDebugPotato Graphics

Non-dynamic counterpart of the voxeliser pause.

DebugSkyGraybooleanGraphicsPotato Graphics

Non-dynamic counterpart of the grey-sky flag.

DebugTextureManagerSkipMipsbooleanGraphicsPotato Graphics

Non-dynamic counterpart of the skip-mips setting.

DFFlagDebugCheckRenderThreadingunknownOtherPotato Graphics

Enables render-threading consistency checks.

DFFlagDebugDrawBroadPhaseAABBsbooleanDebugShow Hitboxes (Debug)

Draws the physics broad-phase bounding boxes on screen — the debug view commonly called 'show hitboxes'.

DFFlagDebugOverrideDPIScalebooleanDebugPotato Graphics

Allows the DPI scale to be overridden manually.

DFFlagDebugPauseVoxelizerbooleanOptimizerPotato Graphics

Pauses the voxeliser entirely.

DFFlagDebugPerfModebooleanDebugPotato Graphics

Enables an internal performance mode that trades visual fidelity for frame rate.

DFFlagDebugRenderForceTechnologyVoxelbooleanDebugPotato GraphicsNo Shadows

Forces the cheap Voxel lighting technology instead of ShadowMap/Future, a large performance win on weak hardware.

DFFlagDebugSkipMeshVoxelizerbooleanDebugPotato Graphics

Skips mesh voxelisation, saving CPU work during loading.

DFFlagDisableDPIScalebooleanOtherPotato Graphics

Disables DPI scaling, rendering at native resolution instead of a scaled one.

DFFlagDoNotSkipMipsBasedOnSystemMemoryPSbooleanGraphicsPCLinuxNo Texture

Stops the engine deciding mip-skipping from available system memory, so your manual setting sticks.

DFFlagEnableMeshPreloading2booleanAvatar/CharacterPCLinuxPotato Graphics

Preloads meshes ahead of time rather than streaming them in on demand.

DFFlagRakNetUseSlidingWindow4booleanInternetLow Ping

Enables RakNet's sliding-window congestion control, which generally adapts to packet loss better than the older scheme.

DFFlagTeleportClientAssetPreloadingDoingExperimentbooleanOtherLow Ping

Opts the client into the asset-preloading experiment used when teleporting between places.

DFFlagTeleportClientAssetPreloadingDoingExperiment2booleanOtherPCLinuxLow Ping

Second-generation flag for the same preloading experiment.

DFFlagTeleportClientAssetPreloadingEnabledIXPbooleanOtherLow Ping

Enables teleport asset preloading via Roblox's experiment system.

DFFlagTeleportClientAssetPreloadingEnabledIXP2booleanOtherLow Ping

Second-generation counterpart of the IXP preloading flag.

DFFlagTeleportPreloadingMetrics5booleanOtherPCLinuxLow Ping

Enables metrics collection for teleport preloading.

DFFlagTextureQualityOverrideEnabledbooleanOtherPotato GraphicsNo Texture

Enables the manual texture-quality override, without which DFIntTextureQualityOverride is ignored.

DFIntCSGLevelOfDetailSwitchingDistanceintegerOptimizerPCLinuxPotato Graphics

Dynamic counterpart of the CSG LOD switching distance.

DFIntCSGLevelOfDetailSwitchingDistanceL12integerOptimizerPCLinuxPotato Graphics

Dynamic counterpart for the level 1-2 switch.

DFIntCSGLevelOfDetailSwitchingDistanceL23integerOptimizerPotato Graphics

Dynamic counterpart for the level 2-3 switch.

DFIntCSGLevelOfDetailSwitchingDistanceL34integerOptimizerPotato Graphics

Dynamic counterpart for the level 3-4 switch.

DFIntDebugFRMQualityLevelOverrideintegerDebugPotato Graphics

Forces the Frame Rate Manager's quality level. 1 pins the renderer to its lowest quality tier.

DFIntDebugLimitMinTextureResolutionWhenSkipMipsunknownOtherNo Texture

Floor on texture resolution when mip-skipping is active. A very large value effectively removes the floor.

DFIntDebugTextureManagerSkipMipsunknownOtherNo Texture

Dynamic counterpart of FIntDebugTextureManagerSkipMips.

DFIntDefaultMeshCacheSizeMBunknownOtherNo Texture

Size of the mesh cache in megabytes. Larger caches reload meshes less often.

DFIntRakNetNakResendDelayMsintegerInternetLow Ping

Milliseconds to wait before resending a packet the server reported missing (NAK). Lower means faster recovery from packet loss.

DFIntRakNetNakResendDelayRttPercentintegerInternetLow Ping

The NAK resend delay expressed as a percentage of round-trip time, so recovery scales with your actual latency.

DFIntRakNetResendBufferArrayLengthintegerInternetLow Ping

Size of the buffer holding packets awaiting acknowledgement before they're resent.

DFIntReplicatorAnimationTrackLimitPerAnimatorintegerAvatar/CharacterPCLinuxNo Animation Replication

Caps how many animation tracks are replicated per Animator. -1 removes replication of animation tracks, cutting network and CPU cost at the price of other players' animations.

DFIntS2PhysicsSenderRateintegerOtherPCLinuxDesync FixFakeLag Fix

How often the client sends physics/position updates to the server. Higher values replicate more frequently, which reduces desync and rubber-banding.

DFIntTeleportClientAssetPreloadingHundredthsPercentageintegerOtherLow Ping

Rollout percentage (in hundredths of a percent) for teleport asset preloading. 100000 = 100%.

DFIntTeleportClientAssetPreloadingHundredthsPercentage2integerOtherPCLinuxLow Ping

Second-generation rollout percentage for the same feature.

DFIntTextureQualityOverrideintegerOtherPotato GraphicsNo Texture

Forced texture quality level. 0 is the lowest quality and the cheapest to render.

DFIntWaitOnUpdateNetworkLoopEndedMSintegerOtherPCLinuxLow Ping

How long the update loop waits for the network loop to finish each tick.

DoNotSkipMipsBasedOnSystemMemoryPSunknownMemory/CachePotato Graphics

Non-dynamic counterpart of the above.

FFlagDebugCheckRenderThreadingbooleanDebugPotato Graphics

Non-dynamic counterpart of the render-threading check.

FFlagDebugDisableOTAMaterialTexturebooleanDebugNo Texture

Disables over-the-air material textures, falling back to plain materials.

FFlagDebugDisplayFPSbooleanDebugDisplay FPS Counter

Shows an on-screen FPS counter.

FFlagDebugSkyGraybooleanDebugNo Texture

Replaces the sky with flat grey, removing skybox rendering cost.

FFlagNewLightAttenuationbooleanOtherPotato GraphicsNo Shadows

Toggles the newer light-attenuation model.

FFlagPreloadTextureItemsOption4booleanOtherNo Texture

Controls which texture-preloading strategy the client uses.

FFlagRenderUseTextureManager224booleanGraphicsPCLinuxNo Texture

Switches between texture-manager implementations in the renderer.

FFlagTM2SkipMipsForUnstreamable2unknownOtherNo Texture

Applies mip-skipping to textures that aren't otherwise streamed.

FIntDebugForceMSAASamplesintegerDebugPotato Graphics

Forces a specific MSAA sample count. 0 or 1 disables anti-aliasing.

FIntDebugFRMOptionalMSAALevelOverrideintegerDebugPotato Graphics

Overrides the optional MSAA level the Frame Rate Manager may apply.