As much as I appreciate the amount of effort put into rolling this out, it’s nowhere near what anyone would want/expect from such a particular feature.
What if someone wants to use Lighting.EnvironmentSpecularScale = 1 but at the same time have the Indoor reflection probing disabled?
Not allowing us to remotely toggle reflection probing will drastically limit our abilities when it comes to reflections, Indoor reflections will simply NOT fit into some visual styles of games.
I know that adding a check box ‘Reflection Probing’ property to the Lighting would not be a difficult thing to do.
Please hear us out and allow creators to disable/enable reflection probing.
Let us place the probing origins manually and not rely solely on automation, as we all know it’s not and will not be perfect.
Your argument towards a requested ability to place probing origins manually was that 'You only want to include in the engine instances that represent real-life objects. ', that is a terrible excuse and definitely not an acceptable one.
If there is a real reason why you don’t want us to allow to place them manually please let us know, we will accept it once we know that there is a real struggle that will come with attempting to implement it.
Following the said argument will limit the possibilities of the Roblox engine and I know that all of us want to develop it extensively.
Thank you for trying to make Roblox a better and more advanced utility but limiting our possibilities will not result in positive feedback from the community.
i hate to be that person but these probes look horrible. How is the gas pump not reflected if its right in front of it? I’m not asking for screenspace but like this sucks. I wish we could choose where the reflections are based.
DUDE OH MY GOD I’VE BEEN WAITING FOR REFLECTIONS FOREVER! PRAISE ROBLOX THANK YOU! seriously though this is gonna be a game changer for roblox’s appearance as a whole, hyped for the games that will come out of this
We told you that it was a really bad idea and you still implemented it.
You go out and plan to give 500k to outsider teams while you have a nearly unusable technology, an extremely bad rendering engine and without even the 1% of the control that even the worst game engines have. You refuse to fix bugs that has been there for years but work on a feature that no one asked for and complained exclusively about it, and told you not to implement it like this but you still did. This is completely unprofessional and just shows that you do not listen to the developers who use your platform, the users that make you the money.
A lot of people are irritated that performance of their device is held back to cater to mobile/low end players/devs, What if roblox had the ability to adapt its graphics based on hardware (It already does this somewhat through the “Graphics quality” setting in the client. Adding an advanced section to the settings would allow players to optimize their game themselves or allow developers to access an api to control graphics on the client for their specific game. This is the perfect conversation for this as scrolling through you can see complaints.
Mobile
Staff can tag specific devices (Recent Galaxys, Iphones, Tablets, (google) Pixels, Oneplus devices, ETC)
Example for mobile:
Default, 1/3 resolution, 5 second update speed (un-tagged devices)
“Mid end” devices, 1/2 resolution, 3.5 second update speed
“High end” devices, 1/2 resolution, 2 second update speed
PC
The pc/console client can decide performance based on the specs of the device (Cpu info, Gpu info, memory, etc) Rather than models (Way to many popular models for tagging to be viable on PC)
Examples for pc:
“Legacy/Really low end”, 1/3 resolution, 10 second update speed (example 2ghz cpu + gt 1030 + 4gb ram)
“Low end” , 1/3 resolution 4 second update speed (example 3ghz cpu + rx 480 + 8gb ram)
“Mid Tier” 1/2 resolution, 2 second update speed (example 4ghz cpu + gtx 1660 + 8gb ram)
“High end” 1/1 resolution, 2 second update speed (example 4.5ghx cpu + rtx 2080 + 16gb ram)
“Really High end” 1/1 resolution, 1 second update speed (Example 5ghz cpu + rtx 3090 + 32gb ram)
Quick edit/note : This is just using this update as an example, The “Graphical API” update im proposing would include all/most current graphics settings (water, Terrain LOD, Lighting features, Particles, etc)
The industry is far less forgiving outside of Roblox if you’re an indie developer of any kind. I wouldn’t advise doing so and would rather work with Roblox despite it’s issues.
Forgive me if I’m just being slow, but what are the key changes since the last Indoor Dynamic Environment Map release? I’m trying to test this feature in Studio and I can’t say I see any significant improvements, unless this is just the latest announcement for IDEM’s.
It sounds like probes were positionally adjusted to provide better reflections almost near to SSR’s, but on my end it still looks like it’s just being projected from the center of the room. Room recalculations are still really slow, so I’m not certain if this is even live yet.
Environment Specular Scale is required to display a reflection that isn’t artificial (reflectance property), as the new things don’t work good with it, just with surface appearances. Environment specular scale multiplies everything in the world’s specular map. Therefore, specular scale 0 would not work. If you are trying to make a low poly art style game i highly recommend that you don’t use these reflection methods at all because they are only purposes for metal or other PBR Textures (realistic) to display more realistically since they aren’t mapping the sky.
It looks GREAT although i think there should be a dedicated button for those developers who dont want it but this will go great with my game! Also one question
The wall with the arrow pointing to it is the surface apperance wall the wall next to it is metal what am i doing wrong? Do you need a PBR texture for it to work or something?