Better Indoor Reflections - Live for Future Lighting

Im not sure how im supposed to do the “Surface appearance” Without a mesh part.

Anyways, also did the same thing (Ambient, Lightening etc.) But It Shows up as:

Its not the one I was trying to make but. I guess this feature is cool & all.

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Hardware based performance

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)

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I can agree, Im heavily considering moving to unity, core or a newer engine called “Flax”

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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.

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Crazy good update! Really excited to try this out!

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For anyone who would like a way to toggle the effect, turning off globalshadows disables the reflections.

I do agree that we should have a dedicated toggle button though.

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I don’t know if you silently released this on public servers a while ago. I even took some screenshots too. ??

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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.

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Built-in materials such as metal on regular parts use this new reflectance system too.

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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.

1 Like

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

How do you do the surface appearance thing?

Ive tried to do it but it just looks like this


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?

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i did the lighting configs and stuff you needed to do for this and the reflections and metal cause default materials supposedly work and it doesnt work for me too

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Im pretty sure its on

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yea i started a new baseplate after trying it in my game, still didnt work then i switched environmental diffusion to 0 didnt work still

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this looks amazing! i could see this being used in realistic showcase games all the time. great step roblox.

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forgot to reply but it still looks garbage indoors. Dont feel like pulling up screenies but it looks like a really distorted screenspace. It does fine in simple enviroments but looks really weird in some complex ones

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Was just about to sleep when I got is notification on My phone lol. Can’t wait to see what experienced developers will do with this feature

(Didn’t mean to reply to you I miss clicked)

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It’s axiomatic. You obviously need a PBR texture on a SurfaceAppearance instance meant for PBR textures.

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This is a severe issue. Did you know that Future Lighting is so laggy that on a low-mid end laptop, my FPS drops to 40 at 10 lights, and 5 FPS at 19 lights? I’d recommend enabling it on Shadowmap so we can actually experience EnvMaps without getting a headache.

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This is awesome, I really need to try these out, I wasn’t able to when the first version of this stuff was released either to beta or full.

I’m not entirely sure how to set this up. Is it just reflective parts? Or pbr materials etc? If someone could quickly tell me or link me to a post or video on how to do this it would be awesome, thanks.

Looking forward to what more is in store for the platform. :grinning::+1::call_me_hand:

1 Like