# Import the necessary Fortnite modules
using { /Fortnite.com/Devices }
using { /Fortnite.com/Players }
# Define our main script component
# This is like a "Brain" attached to a device in your island
script PerformanceManager: component() {
# A variable to store the player's current device tier
# Think of this as the "Graphics Settings" dropdown menu
var PlayerDeviceTier: int = 0
# A function that runs when the component starts
# This is like pressing "Play" on your island
OnBegin<override>()<scalespawner, clientauthoritative>: <async> () = async
(
# Get the local player (you!)
LocalPlayer := GetLocalPlayer()
# Check the player's device tier
# This is like asking: "Are you on a phone, a console, or a super PC?"
# The result is stored in PlayerDeviceTier
# 0 = Low, 1 = Medium, 2 = High, 3 = Epic, 4 = Cinematic
PlayerDeviceTier := LocalPlayer.GetDeviceTier()
# Now, let's react to what we found
if (PlayerDeviceTier < 2) {
# If tier is Low or Medium
Print("Low-End Mode Activated: Simplifying graphics for smooth gameplay!")
# In a real island, you'd use Verse to hide complex meshes here
} else {
Verse Library
verse
01 Fragment
Detects player device tier to adjust graphics settings and maintain smooth performance.
verse-library/scalability-in-use/01-fragment.verse
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