As a Roblox developer, I would like to see proper Orthographic Camera Support get added.
I’ve figured out all the key aspects of creating a good orthographic camera, including distance checking and the exact math to simulate the player’s view within the 1 FOV zone. However, one issue I face is that many elements, like particles and shadows, have an arbitrary cutoff that doesn’t respect the Camera.Focus property (NOTE: This post being marked as “Solved” was likely caused by a placebo. Elements start disappearing when there’s a high load on the screen or when there are multiple humanoids, especially if the graphics quality is set below 10. and I don’t want to force players to use specific graphics settings just to be able to see the game properly.)
If the orthographic camera feature were added and the culling distance issue resolved, it would significantly enhance my developer experience, allowing for more experimentation and innovative game designs without being limited by unfixable constraints. This would enable new gameplay styles to thrive on Roblox. (Top down rouge-likes, table-top games)
I say this because I believe the Camera is one of the most underrated aspects of a game. It’s the eyes of the player, used to display your art that you made. We barely think about it but even the simple act of “Moving the camera’s direction” differs between real games. It can go from using the Mouse’s Delta as a form of Velocity (Smoothness) to having statically stationed cameras based on the room you’re in (Game: Killer7). The default Roblox camera works well for most games, but trying anything different with smaller FOVs can lead to visual glitches on mobile devices (Lighting and Shadows glitching out. And the Humanoid limit tends to be smaller on those devices). They’re often exclusive to those setups because the depth buffer struggles to handle the extreme distances and isn’t replicate-able in Studio even when using the Emulation Devices.