Detect a user's current platform (Local Player Get Platform?)

With more and more platforms to account for, it would be nice if we could further optimize our rooms by detecting what platform they’re currently playing on.

This would allow us to control what circuits & RRS events should be running, especially for users running on less-performant platforms like mobile/console.

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We already have chips that detect VR, functions that can detect Screen, and assortments between Xbox, PS4, and Nintendo (Soon.). However, if we were able to have chips that’ll detect the screen platform they’re on, in some way – that’d be helpful.

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I think on what she is meaning is, like to detect Quest or PC stuff like what VRChat has.

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We have gotten closer to detecting each platform with the new input detection chips. But if you want a platform detection chip for optimizing performance, I think a better solution might be a “Get graphics quality” chip, Which, in my mind, would output a string value of what graphics preset the player has

The options would be

  • Lowest | Quest Standalone graphics or any other platform that uses the same optimizations Meta Quest standalone uses.
  • Low
  • Medium
  • High | All self-explanatory, just the graphics quality presets in the settings

That’s just my idea of how that could work. I believe some rec room developers have said that a “get a specific platform” chip can’t happen due to specific platform policies (probably Sony), but take that with a grain of salt, as some stuff could have changed since then.

I think it would be better as a chip, like a bool type of way—kind of like how the String switch works, where it outputs their platform. Then, it might open up the creation and use of it in terms of looks or if something is active with a scene, if you get what I mean.

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I’m not so sure about a “Get graphics quality” chip, the use case for this would be very small, RecRoom already optimizes for each platform and the CPU and NET heat already have limits imposed on them meaning they will have nearly exactly the same performance impact on each device.

This would be useful IF we could run unlimited amount of operations on a users device. However, if we just keep our circuits optimized and limit how many things use “update” event receivers, this is something we don’t have to worry about. :smile:

I know, but optimizing was what the user above wanted to a platform chip for, so I provided an idea that could be used