Hey @AdvancedOpenGL,
The Retro ToneMapperPreset is really the identical same tone mapper used in Compatibility. Color variations would likely come from changes in the lighting (eg. no brightness clamp, shadow isotropy).
Would you be able to share with us some screenshots of the color issues you’re facing and highlighting the areas you find problematic, so we can help pinpoint what might be happening and possible solutions, please?
You should not see any difference to your experience’s performance under Voxel and it will be the exact same performance profile (Voxel and Compatibility are the same technology under the hood and therefore performs the same). Let us know if you’re experiencing anything different!
Most of it is accurate to Compatibility but some parts of it look like Legacy Lighting.
We should probably have two ToneMapperPresets which should look like Compatibility an Legacy.
(even tho they are similar)
Looking side by side the reason it looked “off” to me and the reason why I was complaining is that fog seems to be a bit different + shadows being way darker is whats causing the color to be off (i’ve already fixed all the issues and migrated to Future on most of my games so here is a side by side in a basic Compatibility game I have)
In the first image the platform and water seem mostly the same minus the lighting messing it up
In the second the water color is noticably different (possibly due to brightness differences?)
The “off” seems to be that special effects are ramped up which changes how the game looks a decent amount
Here is the place I used if you want to mess with it (its just a reupload of a really old version of NDS from 2014)
Link: Natural Disaster Survival 2014 - Roblox
I’d like a bit more details on the water differences you’re seeing in these second images and info on the lights impacting your scene in that first image to help us advise. I’ll reach out in DMs so we can dive into this together.
This is a quick update to inform you that we are delaying the date for phase 2 (Migration opt-out ) to October 1st to give you a bit more time to experiment with the migration during the opt-in phase. We are also delaying phase 3 (full sunset of Compatibility) to the week of November 11.
The updated sunset plan is therefore the following:
Phase 2 (Migration Opt-out): October 1
All places using Compatibility Lighting will be automatically migrated to Voxel Lighting + Retro Tone Mapping when opening Studio. You will be able to revert this migration and opt-out from it.
Phase 3 (Full sunset): Week of November 11.
Compatibility Lighting will be removed from the Lighting.Technology dropdown and all places using Compatibility will use Voxel Lighting + Retro Tone Mapping instead. It will not be possible to revert this migration.
We have just rolled-out Phase 2 (migration opt-out) of the Compatibility Sunset, which automatically migrates places using Compatibility Lighting to Voxel Lighting with the Retro ToneMapperPreset when opening Studio.
It is possible to revert the migration. You can click the “Revert” button on the information prompt displayed when opening Studio. You can also open the migration prompt and revert by:
Clicking on the Lighting > Technology property
Then click on the … button appearing next to it.
The migration dialog will open. Click on the “Revert” button.
I’ve done my own tests between compatibility and voxel Retro tone map and heres what I’ve found.
Games that take place in Daytime Interior settings might suffer greatly from strong shadows while Nighttime Exterior settings might suffer from over exposure from light sources.
Here is a comparison for a Nighttime Exterior environment
I find that halving the brightness of light sources have similar effect to compatibility, albeit just a bit dimmer. (All pointlights were set to 5 during compatibility.)
Heres a comparison for Daytime Interior environments
Strong shadows are created when using Retro Tone mapping. This makes all interior settings become significantly darker. It can be fixed by removing the cast shadow emitted from the roof, but the consequence is that the room will be brighter than usual. Adjusting the world ambience is not recommended as it could make it too bright for other areas in the map.
If there is a way to keep legacy shadows or allow developers to control world shadow colors, it would help in preserving the classic style.
Actualy you can fix them a lot of other people on this topic say to just change Ambient, but I have a better solution.
Basicaly my solution is to use what I like to call “Shadow Parts”. Basicaly just disable CastShadow on some parts then add shadow parts in their place, and since Voxel supports transparent shadows you can just increase the shadow parts’ transparency so the shadows are slitly transparent like the old Compatibility shadows.
Because Compatibillity Lighting is often used as an aesthetic.
You need to ADD the brightness clamp BACK! It ruined my game! I can’t even make my own game now and I’m about to quit and I’m extremely irritated at this update. Everything in my game is too bright if you say “oh just make the brightness lower then it’s too dark!” I used a surface light, It’s too dark where the dancefloor is or if I increase the brightness it’s too bright, if you say just make the ambient more I want to make the stage area dark the only way to do that was compatibility! Which you removed and I’m extremely irritated so can you add the brightness clamp back please.
That was my solution at first but then I realized that it also affects lighter areas. Your solution might work for you but you can’t make parts transparent enough to not notice, and it would take ages to perfectly replicate how they used to look.
What new version because it’s still getting too bright for me and when it’s too bright it makes my game unplayable and irritates me it shouldn’t be bright or be an issue if I use colorgrading and “retro” This is so ridiculous this dude literally lied and didn’t remove everything being so bright! Do you understand that you’ve destroyed my game, my passion for my game and I’m about to quit. You don’t do anything to compensate your community and just remove something for no apparent reason! I do not want my game being too bright, I want the retro look. I want things to be not so bright, if I put my brightness at 100000 it won’t be bright at all, the same as “compatibility” THAT you removed!
I am not saying you did this update you didn’t, I just happened to reply to you. REVERT THIS UPDATE! DO NOT REMOVE COMPATIBILITY, It looks too good and it makes my game look nice I’m going to quit if this gets removed, or at least remove the brightness issue if I put “100000” on the brightness or inf it won’t be so bright, please! I’m begging you.
Well, this sucks. I have to change all the lighting in all of my games now because its far too bright. It took me forever to perfect the lighting I used to have, but looks like I have to do that all over again.
they need to add the brightness clamp back what are they doing removing it dude now all these lights are bright and if you tone it down it’s too dark now I’m extremely irritated rn