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My-JSON-For-Roblox-Rivals

Note

This repo is currently not managed;

Headers navigation list of this repository:

Important

Fast Flags are internal switches used by Roblox Devs. and Engineers. They are to be used very carefully and only if you know what you are doing. Me myself as an learning roblox engineer wanted to share my FFlags with the community of Roblox. I use these fast flags specifically for Roblox Rivals but they have worked well in other games aswell. If you do not know what you are doing I would strictly recommend you to NOT USE these fast flags.

Important

Fast Flags do not violate the roblox TOS unless they mess with Server logic or exploits

This repository is for educational and testing purposes only and is not endorsed by Roblox Corporation. Use at your own risk.

Warning

certain Fast Flags are a bannable offense in some experiences/games on roblox.

Note

Fast Flags are only used to make client side changes using them for anything like messing with server logic or exploits will get you banned.

Tip

What exactly are Fast Flags and custom mods and what do they do? How do they help us?

What Are Fast Flags? > Fast Flags are internal configuration switches used by Roblox to control engine behavior. Think of them as hidden toggles that developers use to: > - Enable or disable features > - Set performance thresholds > - Control rendering, physics, networking, and more > They’re not exposed in the regular settings UI, but they exist deep in the engine, often as FFlag, DFInt, FInt, or DFFlag keys.

There are many different prefixes and all have their own meanings:

Prefix DataType Meaning
FFlag Boolean Fast Flag
FInt Int Fast Integer
FString String Fast String
FLog Boolean Fast Log
DFFlag Boolean Dynamic Fast Flag
DFInt Int Dynamic Fast Integer
DFString String Dynamic Fast String
DFFlag String Dynamic Fast Flag
SFFlag Boolean Synchronized Fast Flag
SFInt Int Synchronized Fast Integer
FFlagDebug Boolean Fast Flag for Debugging
FFlagUser Boolean User-specific Fast Flag
FFlagRender Boolean Rendering-specific Fast Flag
FFlagTaskScheduler Boolean Task Scheduler Fast Flag
FFlagGraphics Boolean Graphics-related Fast Flag
FFlagNetwork Boolean Network-related Fast Flag
FFlagPerf Boolean Performance-related Fast Flag
DFStringTelemetry String Debug Fast String for Telemetry

in total there are only four data types supported those are:

Label Type
Flag bool
Int int
String string
Log byte

There are also behavioral classifications:

Prefix Label Description
F Fast A regular fast-variable that is initialized once
and does not change until a new session begins.
DF Dynamic Fast A fast-variable that can change at run-time, and
automatically updates every 5 minutes.
SF Synchronized Fast A fast-variable that is loaded by the server and
sent to the client.
What Are Custom Mods? > Custom mods are user-defined configurations that override default FastFlag values. These mods are: > - Written in JSON or injected via tools like Bloxstrap > - Designed to optimize performance, reduce latency, or disable unwanted effects > - Often tailored for specific hardware (e.g. legacy CPUs, low-end GPUs) > Mods let you take control of the engine—not just play the game, but engineer it.
Why Should we use Fast Flags? > Well There are Several Reasons: > - Unlock the most fps you can out of your machine. > - Lower Latency. > - Disable PostFX. > - Optimize Roblox According To Your Hardware. > - Network Tweaks.

Note

I have described what all of these fast flags do at the end.

Note

September 29, 2025 changes made:

Roblox has decided to make a huge change on September 29 of 2025.
On September 29, 2025, Roblox officially introduced the FastFlag Allowlist—a system that restricts which FastFlags can be used in ClientAppSettings.json. Any flag not on the allowlist is now silently ignored by the client. “FastFlags is a beloved but also often misused feature… increasingly a contributing factor to cheating and abuse… can destabilize the client to the point that a re-installation is required.” — Roblox DevForum
Why Roblox did this?
Roblox cited several reasons:

  • Security: Some flags could be used to manipulate rendering or threading in ways that gave unfair advantages or exposed vulnerabilities.
  • Stability: Misused flags could crash the client or cause unpredictable behavior.
  • Support burden: Players using broken configs often blamed Roblox for bugs they caused themselves.
  • Cheating prevention: Certain flags were exploited to disable visual effects, improve visibility, or bypass performance limits.

What got purged?

Most of the following categories were hit hard:

  • Rendering flags: Shadow intensity, post-processing, lighting tweaks.
  • Scheduler flags: FPS caps, threading control.
  • Debug flags: Internal tools like FFlagDebugDisplayFPS, FFlagDebugCheckRenderThreading.
  • Experimental tech flags: Vulkan, OpenGL, Future Is Bright phases. Only a small set of flags survived—mostly safe toggles like fullscreen behavior, texture quality, and MSAA samples.

a Small Whitelist of about 20~ validated fast flags exist:

These are the flags Roblox currently allows in ClientAppSettings.json:

🧱 Geometry > - DFIntCSGLevelOfDetailSwitchingDistance > - DFIntCSGLevelOfDetailSwitchingDistanceL12 > - DFIntCSGLevelOfDetailSwitchingDistanceL23 > - DFIntCSGLevelOfDetailSwitchingDistanceL34 >
🎨 Rendering > - FFlagHandleAltEnterFullscreenManually > - DFFlagTextureQualityOverrideEnabled > - DFIntTextureQualityOverride > - FIntDebugForceMSAASamples > - DFFlagDisableDPIScale > - FFlagDebugGraphicsPreferD3D11 > - FFlagDebugSkyGray > - DFFlagDebugPauseVoxelizer > - DFIntDebugFRMQualityLevelOverride > - FIntFRMMaxGrassDistance > - FIntFRMMinGrassDistance > - FFlagDebugGraphicsPreferVulkan > - FFlagDebugGraphicsPreferOpenGL >
🖥️ User Interface > - FIntGrassMovementReducedMotionFactor
⚠️ Notes > - Any flag not on this list will be ignored, even if injected correctly. > - Roblox may update this list at any time without warning. > - Roblox Studio is unaffected—you can still use any FastFlags there.

Note

I Know my JSON has many of the FFlags that are not in the whitelist but I have made this repo just for the purpose that people can atleast test this JSON in rivals and tell me if it gets them better FPS.

Any BootStrapper in general, How to Use:

  1. Open the Bootstrapper Software.
  2. Navigate to Fast Flags Editor >> Import Json.
  3. Paste in the JSON.
  4. Save and your good to go!

Normal Roblox Bootstrapper How to Use:

  1. Navigate to your Roblox Installation directory. Typically found at %localappdata%\Roblox\Versions\ for Windows or C:\Program Files (x86)\Roblox\Versions.
  2. Identify the folder version-xxxxxxxxxxxxxxxx containing RobloxPlayerBeta.exe You can do this for Roblox Studio too.
  3. Download ClientSettings Folder and put it in folder you opened before
  4. Save and your good to go!
Roblox Installation Directory
└── Versions
    └── version-xxxxxxxxxxxxxxxx
        ├── RobloxPlayerBeta.exe
        └── ClientSettings -->(Parent Folder)
            └── ClientAppSettings.json -->(Child File)

Tip

FUN FACT: Bootstrappers solve one of the most major problems, if you are someone who dosent use bootstrappers and manually edits the ClientAppSettings.json file you would know that everytime roblox drops a new update(that is almost weekly), a new version-xxxxxxxx folder is created and the ClientAppSettings.json is resetted everytime a new version folder is created meaning you have to reapply your fast flags by editing the file like on a weekly-basis how bootstrappers work is by automating the task so the user dosent have to do it like everytime on a weekly-basis.


Note

As of the change made by roblox on September 29, 2025 with that a broader purge was taken to disable most of the engine-level rendering flags if you have been wondering where the fast flags editor option went in bloxstrap this is the reason roblox did this to prevent unauthorised client-side Manipulation From Roblox's Perspective some fastflags like FIntRenderShadowIntensity were disabled because:

  • It bypassed their engines intended lighting pipeline.
  • and could be used to gain unfair performance and visual advantages. And because of this when the ui update came in bloxstrap v2.9.1 they removed the fast flag editor and now the latest version is v2.10.0 and they have completely removed the FFlags editor option from the ui as a part of this purge Right now it is reccommended that you use any other bootstrapper than bloxstrap but the whitelist however is enforced on all so the fflags not in the whitelist will not work not even if you manually edit ClientSettings.json .

Caution

USE THEM AT YOUR OWN RISK

Note

There is a difference between Roblox ClientAppSettings.json syntax and raw json syntax for instance:
this is how raw json syntax looks like:

{
    "FFlagDebugSkyGray": true
}

and this is how the Roblox ClientAppSettings.json syntax looks like:

{
    "FFlagDebugSkyGray": "True"
}

Differences:

Roblox:

  • Most of the values in Roblox ClientAppSettings.json are in double quotes "" .
  • and the first letter of the boolean values have to be capital - "True" / "False"
  • all of the values like booleans, strings and numbers have to be quoted.

Raw:

  • The values are not in "" .
  • the boolean values first letter does not have to be capital - true/false
  • (if null is allowed or not i do not know)but again even in raw json values like Numbers, booleans, null values, and arrays and objects dont have to be quoted, while all other values in strings have to be quoted in "" .
    In this README I am using Roblox's ClientAppSettings.json file syntax, the raw JSON syntax will not work, but the one roblox requires is guaranteed to work.

Note

Roblox's ClientAppSettings.json also uses PascalCase and raw JSON uses camelCase, if you do not know in PascalCase every word's first letter has to be capital and in camelCase the first letter of the first word is always lower-case and the remaining words first letter is always Upper-case


Who Should Use This?

This repository is intended for Roblox engineers and advanced power users who understand the implications and risks of modifying Fast Flags. Improper flag usage can destabilize the client or violate game/server policies.

My FFlags

Before you see the Fast Flags important points:

  • It does not matter on which bootstrapper you are using , it will not change how the fast flags take effect.
  • However the amount of FPS you get might differ depending on the bootstrapper you are using.

Actual JSON Code:

{
  "DFIntTaskSchedulerTargetFps": "180",
  "FIntRuntimeMaxNumOfThreads": "32",
  "FFlagTaskSchedulerLimitTargetFpsTo2402": "False",
  "FFlagDisablePostFx": "True",
  "FIntRenderShadowIntensity": "0",
  "FIntRenderShadowmapBias": "75",
  "FIntRenderLocalLightUpdatesMax": "1",
  "FIntRenderLocalLightUpdatesMin": "1",
  "FIntRenderLocalLightFadeInMs": "0",
  "FIntRenderGrassDetailStrands": "0",
  "DFIntCullFactorPixelThresholdShadowMapHighQuality": "2147483647",
  "DFIntCullFactorPixelThresholdShadowMapLowQuality": "2147483647",
  "DFIntTextureQualityOverride": "3",
  "DFFlagTextureQualityOverrideEnabled": "True",
  "FIntDebugForceMSAASamples": "1",
  "FFlagDebugGraphicsPreferD3D11": "True",
  "FFlagDebugGraphicsPreferD3D11FL10": "True",
  "FFlagDebugForceFutureIsBrightPhase2": "True",
  "FFlagDebugForceFSMCPULightCulling": "True",
  "FFlagNewLightAttenuation": "True",
  "FIntDebugTextureManagerSkipMips": "0",
  "FIntFontSizePadding": "4",
  "FIntFullscreenTitleBarTriggerDelayMillis": "3600000",
  "DFFlagDebugPauseVoxelizer": "True",
  "DFFlagDebugRenderForceTechnologyVoxel": "True",
  "FIntTerrainArraySliceSize": "0",
  "DFIntDebugFRMQualityLevelOverride": "3",
  "FIntFRMMaxGrassDistance": "0",
  "FIntFRMMinGrassDistance": "0",
  "FFlagDebugRenderingSetDeterministic": "True",
  "FFlagRenderDebugCheckThreading2": "True",
  "FFlagDebugCheckRenderThreading": "True",
  "FFlagDebugDisableTelemetryEphemeralCounter": "True",
  "FFlagDebugDisableTelemetryEphemeralStat": "True",
  "FFlagDebugDisableTelemetryEventIngest": "True",
  "FFlagDebugDisableTelemetryPoint": "True",
  "FFlagDebugDisableTelemetryV2Counter": "True",
  "FFlagDebugDisableTelemetryV2Event": "True",
  "FFlagDebugDisableTelemetryV2Stat": "True",
  "FFlagDebugSkyGray": "True",
  "FFlagDebugDisplayFPS": "False",
  "FFlagUserHideCharacterParticlesInFirstPerson": "True",
  "FFlagHandleAltEnterFullscreenManually": "False",
  "FLogNetwork": "7",
  "DFIntConnectionMTUSize": 1472,
  "FIntRakNetResendBufferArrayLength": "128",
  "FFlagOptimizeNetwork": "True",
  "FFlagOptimizeNetworkRouting": "True",
  "FFlagOptimizeNetworkTransport": "True",
  "FFlagOptimizeServerTickRate": "True",
  "DFIntServerPhysicsUpdateRate": "60",
  "DFIntServerTickRate": "60",
  "DFIntRakNetResendRttMultiple": "1",
  "DFIntRaknetBandwidthPingSendEveryXSeconds": "1",
  "DFIntOptimizePingThreshold": "50",
  "DFIntPlayerNetworkUpdateQueueSize": "20",
  "DFIntPlayerNetworkUpdateRate": "60",
  "DFIntNetworkPrediction": "120",
  "DFIntNetworkLatencyTolerance": "1",
  "DFIntMinimalNetworkPrediction": "0.1",
  "DFIntCSGLevelOfDetailSwitchingDistance": 250,
  "DFIntCSGLevelOfDetailSwitchingDistanceL12": 500,
  "DFIntCSGLevelOfDetailSwitchingDistanceL23": 750,
  "DFIntCSGLevelOfDetailSwitchingDistanceL34": 1000
}

🔧 Order Navigation List


Subsystem-Based Sections (Ordered by Priority)

Graphics & Rendering (Highest Priority)

{
  "DFIntTaskSchedulerTargetFps": "180",
  "FIntRuntimeMaxNumOfThreads": "32",
  "FFlagTaskSchedulerLimitTargetFpsTo2402": "False",
  "FFlagDisablePostFx": "True",
  "FIntRenderShadowIntensity": "0",
  "FIntRenderShadowmapBias": "75",
  "FIntRenderLocalLightUpdatesMax": "1",
  "FIntRenderLocalLightUpdatesMin": "1",
  "FIntRenderLocalLightFadeInMs": "0",
  "FIntRenderGrassDetailStrands": "0",
  "DFIntCullFactorPixelThresholdShadowMapHighQuality": "2147483647",
  "DFIntCullFactorPixelThresholdShadowMapLowQuality": "2147483647",
  "DFIntTextureQualityOverride": "3",
  "DFFlagTextureQualityOverrideEnabled": "True",
  "FIntDebugForceMSAASamples": "1",
  "FFlagDebugGraphicsPreferD3D11": "True",
  "FFlagDebugGraphicsPreferD3D11FL10": "True",
  "FFlagDebugForceFutureIsBrightPhase2": "True",
  "FFlagDebugForceFSMCPULightCulling": "True",
  "FFlagNewLightAttenuation": "True",
  "FIntDebugTextureManagerSkipMips": "0",
  "FIntFontSizePadding": "4",
  "FIntFullscreenTitleBarTriggerDelayMillis": "3600000"
}

Engine, Voxel, Terrain, FRM, Threading (Medium Priority)

{
  "DFFlagDebugPauseVoxelizer": "True",
  "DFFlagDebugRenderForceTechnologyVoxel": "True",
  "FIntTerrainArraySliceSize": "0",
  "DFIntDebugFRMQualityLevelOverride": "3",
  "FIntFRMMaxGrassDistance": "0",
  "FIntFRMMinGrassDistance": "0",
  "FFlagDebugRenderingSetDeterministic": "True",
  "FFlagRenderDebugCheckThreading2": "True",
  "FFlagDebugCheckRenderThreading": "True"
}

Telemetry & Debug Logging (Medium Priority)

{
  "FFlagDebugDisableTelemetryEphemeralCounter": "True",
  "FFlagDebugDisableTelemetryEphemeralStat": "True",
  "FFlagDebugDisableTelemetryEventIngest": "True",
  "FFlagDebugDisableTelemetryPoint": "True",
  "FFlagDebugDisableTelemetryV2Counter": "True",
  "FFlagDebugDisableTelemetryV2Event": "True",
  "FFlagDebugDisableTelemetryV2Stat": "True",
  "FFlagDebugSkyGray": "True",
  "FFlagDebugDisplayFPS": "False",
  "FFlagUserHideCharacterParticlesInFirstPerson": "True",
  "FFlagHandleAltEnterFullscreenManually": "False"
}

Network & CSG (Lower Priority)

{
  "FLogNetwork": "7",
  "DFIntConnectionMTUSize": 1472,
  "FIntRakNetResendBufferArrayLength": "128",
  "FFlagOptimizeNetwork": "True",
  "FFlagOptimizeNetworkRouting": "True",
  "FFlagOptimizeNetworkTransport": "True",
  "FFlagOptimizeServerTickRate": "True",
  "DFIntServerPhysicsUpdateRate": "60",
  "DFIntServerTickRate": "60",
  "DFIntRakNetResendRttMultiple": "1",
  "DFIntRaknetBandwidthPingSendEveryXSeconds": "1",
  "DFIntOptimizePingThreshold": "50",
  "DFIntPlayerNetworkUpdateQueueSize": "20",
  "DFIntPlayerNetworkUpdateRate": "60",
  "DFIntNetworkPrediction": "120",
  "DFIntNetworkLatencyTolerance": "1",
  "DFIntMinimalNetworkPrediction": "0.1",
  "DFIntCSGLevelOfDetailSwitchingDistance": 250,
  "DFIntCSGLevelOfDetailSwitchingDistanceL12": 500,
  "DFIntCSGLevelOfDetailSwitchingDistanceL23": 750,
  "DFIntCSGLevelOfDetailSwitchingDistanceL34": 1000
}

Meaning and effect of every Fast Flag

Sections Navigation List

Task Scheduling and Threading

{
  "DFIntTaskSchedulerTargetFps" : "180"
}

Sets the Target Task Scheduler Frequency to 180 frames per second (FPS).

Note

Synchronization with the display's native refresh rate is recommended for optimal frame pacing.


{
  "FIntRuntimeMaxNumOfThreads" : "32"
}

Defines the Runtime Maximum Thread Pool Size as 32. This aggressively leverages multi-core architectures to maximize parallel processing performance.Note: Set this value to something lower like 16 if you have a low-end cpu which dosent have much threads.


{
  "FFlagTaskSchedulerLimitTargetFpsTo2402" : "False"
}

Serves as a Task Scheduler Internal Limit Override. Setting it to False disables a hardcoded FPS ceiling of 2402, allowing the DFIntTaskSchedulerTargetFps to fully control the execution frequency.


Graphics & Rendering

{
  "DFFlagTextureQualityOverrideEnabled": "True"
}

Enables Manual Texture Quality Control, allowing explicit specification of the texture detail level.


{
  "DFIntTextureQualityOverride" : "3"
}

Sets the Forced Texture Quality Level to 3, which corresponds to the High fidelity preset.


{
  "DFIntCullFactorPixelThresholdShadowMapHighQuality": "2147483647",
  "DFIntCullFactorPixelThresholdShadowMapLowQuality": "2147483647"
}

DFIntCullFactorPixelThresholdShadowMapHighQuality Sets the High-Quality Shadow Map Culling Threshold to its maximum value, effectively preventing the culling of high-quality shadows based on screen-space pixel density and DFIntCullFactorPixelThresholdShadowMapLowQuality Sets the Low-Quality Shadow Map Culling Threshold to its maximum value, ensuring low-quality shadows are always rendered.


{
  "FIntDebugForceMSAASamples": "1"
}

Explicitly sets the Forced Multi-Sample Anti-Aliasing (MSAA) Sample Count to 1, minimizing multi-sampling while potentially reducing certain aliasing forms.


{
  "FIntRenderGrassDetailStrands" : "0"
}

Disables the rendering of individual Grass Detail Strands to yield a measurable gain in rendering performance.


{
  "FIntRenderLocalLightFadeInMs": "0"
}

Sets the Local Light Fade-In Duration to 0 milliseconds, ensuring instantaneous light transitions.


{
  "FIntRenderLocalLightUpdatesMax": "1",
  "FIntRenderLocalLightUpdatesMin": "1"
}

Limits the Maximum Concurrent Local Light Updates per frame to 1 FIntRenderLocalLightUpdatesMax, and sets the Minimum Concurrent Local Light Updates to 1 FIntRenderLocalLightUpdatesMin, ensuring a minimal and consistent update frequency to reduce computational load.


{
  "FIntRenderShadowIntensity": "0"
}

Sets The Shadow Intensity to 0.


{
  "FIntRenderShadowmapBias": "75"
}

Caution

If you set this fflags value to a high number it can cause lighting issues like Peter Panning.
What is Peter Panning?
In Simple Words Peter Panning Is A Lighting Issue Where Objects Look Detached From Their Object Theyve Been Casted By.
as this flag is used to change the offset position of a shadow if you set the value to a very high number it can cause this lighting issue.
And the opposite of that is Shadow Acne.
What Is Shadow Acne?
Shadow acne is a visual artifact manifested as an erroneous pattern of self-shadowing (speckling, stripes, or small-scale noise) appearing on surfaces that should be smoothly lit or shadowed. It occurs when a point being rendered is incorrectly classified as being in its own shadow. It happens when you set the value of this above FFlag too low.

Adjusts the Shadow Map Bias Value to 75. This technique is used to mitigate shadow acne artifacts.


{
  "FFlagDisablePostFx": "True"
}

Serves as a Post-Processing Pipeline Bypass, disabling effects like Bloom and Depth of Field to improve visual clarity and maximize rendering throughput.


{
  "FFlagDebugGraphicsPreferD3D11FL10": "True"
}

Forces the client to prefer DirectX 11 rendering, which is more stable and performant on modern systems.


{
  "FFlagDebugSkyGray": "True"
}

Replaces the dynamic skybox with a flat gray sky, reducing GPU load.


{
  "FIntFontSizePadding": "4"
}

Sets padding around fonts, which may affect UI rendering.


{
  "FIntFullscreenTitleBarTriggerDelayMillis": "3600000"
}

Delays fullscreen title bar triggers. A high value like 3600000 effectively disables it.


Debug & Determinism

{
  "FFlagDebugDisplayFPS": "False"
}

When False, hides the FPS counter.


{
  "FFlagDebugForceFutureIsBrightPhase2": "True"
}

Forces the newer lighting system for consistency and testing.


{
  "FFlagDebugForceFSMCPULightCulling": "True"
}

Enables CPU-based light culling, which may improve performance in certain scenes.


{
  "FFlagNewLightAttenuation": "True"
}

Enables improved light attenuation calculations for more realistic lighting.


{
  "FIntDebugTextureManagerSkipMips": "0"
}

Controls mipmap skipping. 0 disables skipping, ensuring full texture detail.


{
  "FFlagDebugCheckRenderThreading": "True"
}

Enables threading checks for render operations, useful for debugging performance bottlenecks.


{
  "FFlagDebugRenderingSetDeterministic": "True"
}

Forces deterministic rendering behavior, useful for debugging and consistency.


{
  "FFlagHandleAltEnterFullscreenManually": "False"
}

When False, disables manual handling of Alt+Enter fullscreen toggling.


{
  "FFlagUserHideCharacterParticlesInFirstPerson": "True"
}

Hides character particle effects in first-person view, improving visibility and performance.


Terrain & Voxel

{
  "DFFlagDebugPauseVoxelizer": "True"
}

Pauses the voxelizer, reducing background processing load.


{
  "DFFlagDebugRenderForceTechnologyVoxel": "True"
}

Forces voxel-based rendering, which may simplify lighting and geometry calculations.


{
  "FIntTerrainArraySliceSize": "0"
}

Controls terrain slice size. 0 disables slicing, reducing terrain complexity.


{
  "DFIntDebugFRMQualityLevelOverride": "3"
}

Overrides the FRM (Fast Rendering Mode) quality level. 3 typically corresponds to high quality.


{
  "FIntFRMMaxGrassDistance": "0",
  "FIntFRMMinGrassDistance": "0"
}

Sets grass rendering distance to 0, disabling grass rendering entirely.


Telemetry & Analytics

{
  "FFlagDebugDisableTelemetryEphemeralCounter": "True",
  "FFlagDebugDisableTelemetryEphemeralStat": "True",
  "FFlagDebugDisableTelemetryEventIngest": "True",
  "FFlagDebugDisableTelemetryPoint": "True",
  "FFlagDebugDisableTelemetryV2Counter": "True",
  "FFlagDebugDisableTelemetryV2Event": "True",
  "FFlagDebugDisableTelemetryV2Stat": "True"
}

Disables various telemetry systems, reducing background data collection and potential performance overhead.


Networking

{
  "FLogNetwork": "7"
}

Sets network logging level to 7, which is typically verbose for debugging.


{
  "DFIntConnectionMTUSize": 1472
}

Sets the maximum transmission unit size to 1472, optimizing packet size for network performance and reduce packet fragmentation.


{
  "FIntRakNetResendBufferArrayLength": "128"
}

Controls the buffer size for RakNet resends. 128 is a moderate value for stability.


{
  "FFlagOptimizeNetworkRouting": "True",
  "FFlagOptimizeNetworkTransport": "True",
  "FFlagOptimizeServerTickRate": "True",
  "DFIntPlayerNetworkUpdateQueueSize": "20",
  "DFIntPlayerNetworkUpdateRate": "60",
  "DFIntNetworkPrediction": "120",
  "DFIntNetworkLatencyTolerance": "1",
  "DFIntMinimalNetworkPrediction": "0.1"
}

Enables various network optimizations for routing, transport, and server update frequency.


{
  "DFIntServerPhysicsUpdateRate": "60",
  "DFIntServerTickRate": "60"
}

Sets server update rates to 60Hz, ensuring smooth physics and game logic processing.


{
  "DFIntRakNetResendRttMultiple": "1"
}

Controls resend timing based on round-trip time. 1 is minimal delay.


{
  "DFIntRaknetBandwidthPingSendEveryXSeconds": "1"
}

Sends ping every second for tighter latency tracking.


{
  "DFIntOptimizePingThreshold": "50"
}

Sets ping optimization threshold to 50ms, improving responsiveness.


{
  "DFIntPlayerNetworkUpdateQueueSize": "20",
  "DFIntPlayerNetworkUpdateRate": "60"
}

Controls how often and how much player data is sent over the network.


{
  "DFIntNetworkLatencyTolerance": "1",
  "DFIntMinimalNetworkPrediction": "0.1"
}

Fine-tunes prediction and latency handling for smoother movement and sync.


Geometry & CSG

{
  "DFIntCSGLevelOfDetailSwitchingDistance": 250,
  "DFIntCSGLevelOfDetailSwitchingDistanceL12": 500,
  "DFIntCSGLevelOfDetailSwitchingDistanceL23": 750,
  "DFIntCSGLevelOfDetailSwitchingDistanceL34": 1000
}

These values define the respective CSG Level-of-Detail (LOD) Transition Distances (L0-L1, L1-L2, L2-L3, and L3-L4). The higher values delay LOD switching for Constructive Solid Geometry (CSG), prioritizing visual fidelity over geometric simplification across a greater viewing range.


FFlag Presets


Files already described in the README


The only whitelist FFlags

Note

you can modify the values in this json as per your choice but do keep in mind that the FFlag FFlagDebugGraphicsPreferVulkan causes lighting issues.
And also Roblox has clearly said that they can make updates in this whitelist without any prior warning so keep track of the Dev Forum for more changes as I cannot Consistently update this README time-to-time. and also this is not a usable preset just to tell you because I literally just copied the fflags from the whitellist and gave them random values you can change the values to make sure there are no errors in your json if you want the whitelist I mentioned it above at the starting of the README after some lines or click the link below: Roblox DevForum: Fast Flag Allowlist.


Sources & Credit:
GitHub:
stoofis Fast Flags
Dantezz025
RBX FFLAGS
Roblox DevForum: Fast Flag Allowlist

Update Timestamps : October 5th, 2025(the original date of the creation of this repo.)
12 October 2025
16 October 2025
17 December 2025


About

This Repository was made if you want some fast flags for roblox rivals , if you have any issues or something you want to discuss about go to the discussions tab and start a new discussion

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