Nvrmaintain
FastFlags are Roblox's implementation of feature flags, and their intention is for Roblox to easily alter how aspects of the game engine/client function remotely. They are essentially controlling how pre-defined sections of code in the Roblox game client function.
Install / Use
/learn @slattist/NvrmaintainREADME
<h3 align="center"> <img src="assets/pbc.gif" width="256" alt="Playboi Carti"> </h3> <h1 align="center">#FLAG$COL#FAKE#NVRMAINTAIN</h1> <div align="center">[!NOTE] If you find our repository useful don't forget to star!
11.01.24
[!CAUTION] Fast Flags are extremely powerful, being that they are intended to only be used by Roblox engineers. While they can be very useful, they can cause issues with stability and functionality if you don't know what you're doing.
Version: 11.01.24
- 168 Currently Listed
Slide on Terrain/MeshDrive Vehicles SlowlyReplace all Decals with a Test Image- Updated
Unified Lightingto work for the lastest update - Updated
Blue Theme - Updated
V2 Menu 2 Better Trackpad ScrollingMaximum Dev Console Log Limit/Self Explanatory 12- Upcoming Updates Progress
List Meanings
✨ - sOmethin rare hArd to get > like a holy treAsure its dat one thIng you gotta hAve could be a shoe a cAr or a piece of arT + everybody wAnts it but only a fEw get it = it’s dat uLtimate find ya feel me?
Bloxstrap How to Use:
- Open the Bloxstrap Menu.
- Navigate to
Fast Flags>>Fast Flags Editor>>Add New>>Import Json.** - Paste in the JSON.
- Save and your good to go!
Normal Roblox Bootstrapper How to Use:
You can also do Roblox Studio
- Navigate to your Roblox Installation directory. Typically found at
%localappdata%\Roblox\Versions\orC:\Program Files (x86)\Roblox\Versions. - Identify the folder
version-xxxxxxxxxxxxxxxx~~containingRobloxPlayerBeta.exe~~ You can do this for Roblox Studio too. - Create a new folder named
ClientSettings. Inside this folder, add a fileClientAppSettings.json. - Paste the JSON into
ClientAppSettings.json. (You can utilize ChatGPT to format multiple JSONs for clarity if needed) - Save and you're good to go!
Do note that after roblox updates you have to do this process again
Android Rootless Roblox (MT Manager) How to Use:
[!CAUTION] Roblox is implementing anti-tamper measures on mobile. Proceed at your own risk.
- Download a Roblox APK file from a trusted source.
- Open MT Manager and navigate to the Roblox APK file.
- Tap on the APK and select View.
/assets>>main.1.com.roblox.client.obband click on it then Archive Viewer. - Create a new folder named
ClientSettings. - Place your
ClientAppSettings.jsonfile inside theClientSettingsfolder. (You can use ChatGPT to help format JSON files for clarity if needed) - Tap on the back button (
..) to exit the archive. It will prompt you to update the filemain.1.com.roblox.client.obb—click OK. - Long-press the Roblox APK file, choose Sign File, and click OK with default settings.
- Install the modified APK.
This process must be repeated whenever a new Roblox build is released, as the modifications will not carry over to new updates.
How to Use _PlaceFilter
- Add
_PlaceFilterafter the Fast Flag name. - Add a semicolon after the Value (
;). Examples:True;,1;.** - Include a Place ID after the semicolon. Examples:
True;4483381587,1;4483381587. - Your configuration is complete!**
List Navigation
<div align="center"> <b> I've been up, baby<br> Heavy reminiscin'<br> Heavy on the missing you<br> Wish it was different than what it was </b> </div> <h5 align="center">•</h5> <h1 align="center">Rendering API</h1>Metal
[!IMPORTANT] MacOS Only
{
"FFlagDebugGraphicsPreferMetal": "True"
}
Vulkan
[!CAUTION] Visual Bugs & Crashes
{
"FFlagDebugGraphicsDisableDirect3D11": "True",
"FFlagDebugGraphicsPreferVulkan": "True"
}
OpenGL
{
"FFlagDebugGraphicsDisableDirect3D11": "True",
"FFlagDebugGraphicsPreferOpenGL": "True"
}
Direct X 10
{
"FFlagDebugGraphicsPreferD3D11FL10": "True"
}
Direct X 11
{
"FFlagDebugGraphicsPreferD3D11": "True"
}
<h1 align="center">Lightning Technologies</h1>
Voxel Lighting (Phase 1)
{
"DFFlagDebugRenderForceTechnologyVoxel": "True"
}
Shadowmap Lighting (Phase 2)
{
"FFlagDebugForceFutureIsBrightPhase2": "True"
}
Future Lighting (Phase 3)
{
"FFlagDebugForceFutureIsBrightPhase3": "True"
}
Unified Lighting
{
"FFlagRenderUnifiedLighting10": "True",
"FFlagUnifiedLightingBetaFeature": "True"
}
<h1 align="center">Graphical Settings</h1>
Move Pre-Render Phase [~25% Performance Boost]
[!IMPORTANT]
This FastFlag moves the Pre-Render task to an off thread after all other tasks are completed. By default, Pre-Render runs first, forcing the render thread to wait until the Pre-Render process finishes before it can start rendering a frame.
[!NOTE] With this FastFlag enabled, Pre-Renderer is executed while the main thread is processing the previous frame. This adjustment allows the main thread to proceed without waiting for Pre-Renderer, leading to increased framerates at the expense of some frame latency.
[!TIP] This flag is most effective in CPU-bound scenarios.
[!CAUTION] Enabling this FastFlag may lead to compatibility issues with certain games. (It works fine dw)
{
"FFlagMovePrerender": "True"
}
Increased Grass Motion & No Grass Motion
{
"FIntGrassMovementReducedMotionFactor": "999"
}
{
"FIntGrassMovementReducedMotionFactor": "0"
}
No Bloom/Clouds
@burgerboxer
{
"FFlagRenderNoLowFrmBloom": "False"
}
Render Occlusion Culling
@CloneTrooper1019
{
"DFFlagUseVisBugChecks": "True",
"FFlagEnableVisBugChecks27": "True",
"FFlagVisBugChecksThreadYield": "True",
"FIntEnableVisBugChecksHundredthPercent27": "100"
}
Increased Particles on low graphics
@teeenoob
{
"FFlagDebugDeterministicParticles" : "True"
}
Makes stuff slightly brighter
{
"FFlagRenderFixFog": "True"
}
HyperThreading
{
"FFlagDebugCheckRenderThreading": "True",
"FFlagRenderDebugCheckThreading2": "True"
}
Maximum Threads
{
"FIntRuntimeMaxNumOfThreads": "2400"
}
Minimum Threads
{
"FIntTaskSchedulerThreadMin": "3"
}
Smoother Terrain
{
"FFlagDebugRenderingSetDeterministic": "True"
}
Force Graphics Quality Level
{
"FIntRomarkStartWithGraphicQualityLevel": "1"
}
Disable Player Shadows
{
"FIntRenderShadowIntensity": "0"
}
Disable Shadows
{
"DFIntCullFactorPixelThresholdShadowMapHighQuality": "2147483647",
"DFIntCullFactorPixelThresholdShadowMapLowQuality": "2147483647"
}
Preserve rendering quality with display setting
{
"DFFlagDisableDPIScale": "True"
}
Low Graphics Quality w/ Max Render Distance/FRM Quality Levels
[!TIP] 1-6 Are low graphics, Above 6 are high graphics. Like the 1-21 graphics slider
{
"DFIntDebugFRMQualityLevelOverride": "1"
}
<h4 align="center">FRM Levels</h4>
Low
1 = 3
2 = 2
3 = 6
High
4 = 7
5 = 11
6 = 14
7 = 15
8 = 17
9 = 18
10 = 21
FRM 21 Graphics Quality Slider
{
"FFlagCommitToGraphicsQualityFix": "True",
"FFlagFixGraphicsQuality": "True"
}
Low Render Distance
[!TIP] View FRM Levels
{
"DFIntDebugRestrictGCDistance": "1"
}
Limits light updates
{
"FIntRenderLocalLightUpdatesMax": "8",
"FIntRenderLocalLightUpdatesMin": "6"
}
Disables fade in and fade out animation every light update
{
"FIntRenderLocalLightFadeInMs": "0"
}
Makes avatars shiny
[!TIP] Everything goes black on below <3
[!NOTE] DFIntDebugFRMQualityLevelOverride is there to set your graphics to 3 bars
[!TIP] You can change it to anything above 3
{
"DFIntRenderClampRoughnessMax": "-640000000",
"DFIntDebugFRMQualityLevelOverride": "6"
}
Disable PostFX
{
"FFlagDisablePostFx": "True"
}
Pause Voxelizer/Disable Baked Shadows
{
"DFFlagDebugPauseVoxelizer": "True"
}
Gray Sky
[!IMPORTANT] Only applies to games with the default skybox
{
"FFlagDebugSkyGray": "True"
}
Force LOD on Meshes
{
"DFIntCSGLevelOfDetailSwitchingDistance": "0",
Security Score
Audited on Mar 1, 2026
