Do you mind sharing some more information about what’s planned? I’d love to hear about future possibilities to make lighting more immersive.
I’m also wondering about the “crossfade” when you move and a new map is generated - could some sort of “morph” effect be used to ease the transition? I found a fade looked quite jarring in scenes with a lot of reflections.
Drums please,
Ladies and gentlemen this is the moment you all have been waiting for…!
Hyped to try the new reflections! These for sure will get the visuals to the next level, if it’s well optimized too, this is going to be one of the features every developer will greatly appriciate every time they set their lightning engine to future.
Whoa! Two new lighting features were announced at the same time. My jaw practically dropped when I saw the before and after. It’s amazing to see the object actually reflect its surrounding.
Yes! I’ve been using this in 2 of my showcases! It’s finally live for good.
It’s much better and near perfect now! If EnvMaps could change faster that would be even better, but that’s not a top priority now. I’d much rather you optimize an existing Lighting Technology that went live in November 2020.
The future of lighting is here yay . So excited this will definitely make the the future of Roblox experiences so much better an so much greater! As a lighting fan myself on Roblox, it’s exciting to see that there are improvements to lighting which is needed for awhile can’t wait to try it!
Highly disappointing that there is no separate option to disable this functionality and it is tied to using EnvironmentSpecularScale. This could cause a lot of damage in terms of colour distribution for games which have relied on the previous functionality for the last 1 1/2 years since Phase 2.5 FiB initially released.
Is there a way to toggle this off separately? I really want to use EnvironmentSpecularScale for my normal maps, but I’m already using a custom skybox of my own and don’t want the indoor env maps to overlap my current skybox.
Also, can we please have an API that lets us choose between Automatic and Manual indoor reflection placement, and lets us manually relocate it by position?
Why not let players choose what’s best for their device instead of forcing this on everyone? If someone’s device can’t run SSR smoothly then they don’t have to enable it, this will allow both low-end device users to enjoy reflections and the high-end device users to enjoy even better and more accurate reflections while maintaining smooth gameplay.
There are many games, and literally, every single one of them has advanced graphics settings allowing players to choose what’s best for them, however, Roblox prefers to force less appealing graphics on everyone regardless if they have some powerful gaming pc or just an average laptop. I don’t understand this, but I can only hope for Roblox to change.
How come there is no setting to disable this properly? Changing EnvironmentSpecularScale is not an acceptable method for my games.
Updates like this that heavily affect the aesthetic of games need to take feedback in consideration, specially when it’s something that can completely reshape the feeling of a game.
I was hoping this would be a feature by release, but seems like it isn’t. Please, seriously consider adding this and please do implement it, it’s of extreme importance right now. My games just don’t look the same with this, and not in a good way.
There’s absolutely no configurability for this feature, and it’s terrible for that exact reason. I had to fight against it even in the roblox village baseplate.
The fact that it only updates when the camera’s CFrame changes is terrible for quickly seeing changes when configuring lighting, too
also, how is EnvironmentSpecularScale = 0 any sort of solution? it disables ANY environment reflections, not just the ones that are automatically generated.