Robloxians Against Flickering Graphics #877568
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Description
Ever since featherweight parts, flickering bricks at ranges about 5000 studs from 0,0,0 have occured, making large places impossible due to the graphical nightmares the flickering provides. It is clear the see why, Terrain does not extend this far out, so ROBLOX considers it a waste of space and as a result, feels that graphics in such a zone should be so bad to make the center of the map run better. I, Roebot56, as a builder of large places find this a disgusting thing to do, as how will increased performance help when only the center of the map can be populated. (I also note that large meshes in large bricks, such as those used for oceans, do not exist unless they are textured, although I remember a time when these large meshes had a size limit, and there is a solution to this particular issue). Feel free to join if you have ever noticed parts flickering or any other graphical issues. The aim of this group is to promote awareness in this issue.
Written by the group; not a statement by this register.
Membership history
Growth
Growth history is still building. We hold one measurement for this entry. A trend needs at least two, taken days apart — so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.
| Measured (UTC) | Members | Change |
|---|---|---|
| 12 Aug 2026, 05:42 | 44 | first reading |
Ownership
Owned by @Roebot56 as measured.
Members we’ve seen
@Roebot56 — The Leader. (rank 255)
Ax3 (@theotheo1010) — Member (rank 1)
A sample — only members this register has independently measured, highest rank first. Not the full roster.
Rank structure
Roles and per-rank member counts as Roblox reports them (rank 0 = guest … 255 = owner).
Related groups
Groups whose measured members overlap with this one — a sample from our membership graph.
Open data
Download this group’s measured record — free to reuse with attribution: membership history (CSV) · full record (JSON)
Each file carries its licence and retrieval time inside it, and is generated from the same measurements shown above.