Dude I’ve explained countless times. If you’re not going to read the issues, the countless paragraphs I’ve put then do not mention me.
Yes (delayyyyyyyyyyyyyyyyyyyyyyyyyyyyyy)
Welp, it’s gone folks!
Welp, it was nice while it lasted, ggs.
rip soft shadows.
Making the top part thicker allowed you to darken or lighten the shadow intensity, which you no longer can. Now it’s either dark shadows or none at all.
Best pray some day these shadows can be altered again, as there’s currently no lighting setting that actually does change opacity - possibly depending on the part and its (size) properties
A comparison between Compatibility and Voxel + Retro Tone Mapping
Compatibility:
Voxel + Retro Tone Mapping:
this is now my suggestion, could you make an effect which limits how much light be in one place? (like compatibility) or something similar (like eyes adjusting)?
Hey there @Radmilo_Carevic!
By that, do you mean being able to lower brightness in specific areas? Or like the brightness clamp from Compatibility?
Is there a way to make more pronounced interior shadows with Voxel + Shadowmap lighting?
Compatibility
Converted Voxel
Attempted Shadow Map Fix (lighting from the ceiling and from a light source)
Observe that there’s no shadow behind the character or from the structure.
Shadow Map, no ceiling
There’s no real way I can find to get the character’s shadow back aside from removing the ceiling, which is not ideal.
i meant brightness clamp, like a property in Lighting instance which immediately affects all light sources and when light reaches the limit, it then affects it’s range. and if possible, to make a property which allows the size of the roof or BasePart affect how dark is in that area, like in Compatibility, because I believe merging old features and new features can introduce something greater which allows developers to make even better games.
i have another suggestion, which are colored shadows and colored light rays, so like, when light rays goes through transparent (BasePart.Transparency<1
) then it gets colored. i ask this so i could improve realism of my game. and for shadows, could you do color and transparency of it so i could recreate roblox experience from 2010s. thank you!
Frankly you seem to be pretty uneducated on why options like Compatibility or Legacy were taken out off the engine in the first place.
Please read the statements made by the former engineer who was on the team that removed Legacy in favor of Compatibility, back in 2019. He goes pretty in-depth as to why your proposal is unfeasable:
I am also the only developer behind a game that has an old roblox aesthetic and was built from the ground-up using Compatibility (mostly because, when I started back work on it in 2022, I was conviced by people like you to believe Compatibility looked more “retro”). I managed to adapt all of the lighting of my game to the new system in less than an hour (I mostly spent time toning down very bright Lights).
You can’t possibly justify clogging up the Roblox client with useless features like Legacy lighting because someone on a YouTube Short told you old Roblox was better.
Old games looking bad come from the fact that Compatibility (and Legacy) were fundamentally primitive and people had to adapt to the awful resources they had using hacky workarounds. This isn’t good practice, your projects shouldn’t be built on “hacky workarounds” even if that’s what you’re used to.
During the development of my game, I was faced with issues after more issues because of Compatibility’s showing age (and technical debt since it was supposed to replace Legacy). Once you take on an actual serious project, you will quickly realize how bad Compatibility actually was.
Additionally, you can pretty much still achieve “the old Roblox look” without having such an inherently bad system clogging up the engineer’s jobs at Roblox (again, I migrated my game and nothing changed but the lighting being easier to work with and looking more reliable and consistent).
I’m not writing this specifically for you (although I found it so funny you started the petition), but rather for the 10s of other people on this thread complaining about similar things you’re putting on the table here. We can do better, guys - let’s not get stuck in some romanticized version of the past.
@LightBeamRays Will there be a property that disables anisotropic occupancy?
Future Is Bright: Phase 1 Released - Updates / Announcements - Developer Forum | Roblox
On the voxel front, our lighting grid now uses anisotropic occupancy (which is short for "in each voxel we track more data to know more about the geometry occlusion properties”), which allows us to handle thin parts much nicer
Compatibility
Voxel Migration with ColorGradingMode & adjusted lights
This looks nothing like compatibility, how am I supposed to replicate the lighting now?
Maybe you should adjust bloom effect a bit. Is this an old screenshot? as far as I know compatibility has been unavailable for a few weeks
Nope, all taken within the latest version of studio.
I was able to force Lighting.Technology to Compatibility.
I’ve tried to mess around with the bloom effect but even so, that doesn’t help much.
In fact I didn’t have time to look at many things in compatibility before it came, can you tell me how you did it? regarding brightness, you can also reduce the brightness of lights to 1
I’ve reduced the lights too.
You can open a file in studio that still has compatibility, insert a part and spam undo, and you’ll get it back.
@LightBeamRays we need to have a property in lightning that allows us to have all the old lightning features: old neon glow (like black glow), old neon colors, old shadows, and just allow us to get back the feel of roblox we liked Cmon this is part of your game history you can’t just let it go away like that… you guys could make it as a post processing effect that overlap on bloom, tonemap, it could have many options to replicate the old feeling that a big portion of the community liked and miss. Please…
Old neon colors are basically reproduced by ColorGradingEffect, except for the dark halo of light around the part. This is because the neon material shader used to work differently. I wrote about it: