An update on Future Is Bright

The color of the text on those signs is white, so it wouldn’t make sense for it to look like that, even if LightInfluence is on. Anyways, there isn’t any difference in color between text on the Level 2 one and text on the other one, which should obviously appear since there is a light source above the sign to the right of the hallway.

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Oh it’s about text! I thought it was about the GUI itself.
I probably missed that part, sorry. In that case, yea that’s a problem lol.

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You should update your OP if thats the case - I was confused too!

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Just to bump that v14 seems to have released. Check GitHub.

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Ye it does and it’s terrible. I dont know why but when I get above quality 7 at some point of my map I get lag spikes and this is only happening with V14. V13 was working fine I don’t know what is the problem.

My map is optimized for bad computer and this problem ONLY happen with V14.

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•Will there be a rework on the material’s rendering ?
The grass actually looks shiny… more like an oiled skin ready for a massage :neutral_face::slightly_frowning_face:

heres the before/after:



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•I feel like I have no more control over the lighting colors, which is bad imo.
If for exemple I want the sun to cast a purple light and have a green skybox for whatever reason, its impossible.
“the future is bright” is the gate to only realistic lighting, no more funky things.

•I also see that the fog is still unchanged, I posted a thread about that.
That would be another awesome feature to improve the visual significantly.

Link to the thread:

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Finally, legacy content! So many classic (and relatively new) ROBLOX games will be saved! Huzzah!

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Yes, we need to look into that still.

The expectation is that you can use OutdoorAmbient to what you’d expect your skybox influence on the world to be, and use the legacy properties for adjusting the sun light. I forgot if they work in FIB. We need a better system for controlling the sun color…

We plan to work on fog separately from FIB - it does need work :slight_smile:

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Shall there be a chance of custom materials? :eyes:

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Based on the performance talks at RDC (recording coming soon), I have a feeling it is a no for the next year.
The difficulty seems like it would go up drastically with the new shading possibilities, and they are pretty difficult to make.

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One feature at a time, I’m sure we’ll get it eventually.

In the meantime, I’m just here for platform stand. I’ve been waiting for this since 08.

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It’s a no for this year, but I’m hoping that it’s a yes for next year.

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Could we at least get bumps or normals for MeshParts for now?

Or will that come with the custom material? :stuck_out_tongue:

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I have another bug to report. This orange thing is using a PointLight

but sometime when I move around this object the light become wierd and I get lag spike.

I got a i7-8700K
RX 580 nitro+
16 Gb of ram
And I’m using Vulkan graphics on Roblox if that can help you fix this issue.

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Extreme Bug Report


If you have a union part, and a point light, the point light appears to multiply itself a million times over, causing immense frame drops.

Deleting the pointlight doesn’t make it disappear on the Union, either.


Edit:

On a less serious note, I love seeing a “Cast Shadows” option for the parts, and I hope it stays, as it’d be good to prevent gun models in the camera from casting shadows, or far away parts from doing the same. :slight_smile:

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Great to hear you guys are working on this! I love the new lighting system, and the fog looks absolutely stunning! Keep up the good work, can’t wait!

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PLEASE! (But I’d like to see bumps, normal, ambient occlusion, and specular all managed sorta like decals only they impact the part a different way) Maybe there could be a way to make custom maps materials also but I really wanna see this implemented.

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Bit of a strange bug in the v14 release, to do with the sun and ray effect.

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I don’t think this has been said yet, but glass parts with a transparency of 0 (completely opaque) becomes some sort of vantablack material. From 0 to 0.5 transparency, it transitions from black to its actual color. Past 0.5 transparency it behaves as expected:

image

This is a red glass part. From left to right, 0, 0.25, 0.5, and 0.75 transparency.

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Will Beams cast shadows as well in the future? :open_mouth:
Would be great to see some cloud shadows on the floor for example :smiley:

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