Oh neat, I actually love the way voxel lighting looks, Iâve been wanting to recreate it in a different game engine just for the fun of it.
How does voxel lighting work actually?
I couldnât find much information about it when I searched for it.
Itâs cheap to compute and it makes lighting look very stylized.
I recall that computing voxel lighting is so cheap and fast that it can even be done on the CPU.
It doesnât have the same effect I was going for. Iâm trying to achieve a similar style of light & light colors that certain games like Garryâs Mod (and by extension, the Source Engine) use, but having to switch to Voxel, even with the migration implementations, doesnât make it feel the same now.
The purple lights in this castle were based off of the lights in the rp_richland map, especially the purple bath-tub (donât have any images for that):
What can I do to fix these lights? One user replied that I just have to change the bloom, but I donât use a significant amount of bloom that would cause this, rather Voxel likes to severely magnify and create a glowing effect on parts that have a bright light on them, and I canât remove that glow effect without turning down the lightâs brightness significantly.
The people complaining are the exact reason why the Roblox engine is like 20 years behind everything else.
The year is 2024, we NEED better graphics. Not some 2010 compatibility garbage that makes games look worse than a DS Lite (if anyone here is even old enough to have had one).
The issue is that not everybody that makes a game wants to use Future Lighting, some people choose shadowmap, voxel or even compatibility just because they fit the style of their game more or because they just prefer the technology.
Robloxâs lighting engine has changed a lot with the FIB project but a lot of games simply dont change over to the newest lighting either because the owner doesnât care about updating the game anymore or because the owner simply doesnt think that the newer engines fit the game (or just isnt bothered to change).
I wont go against Roblox recieving better graphics as long as theyâre 100% optional since there are a lot of devices that cant render advanced graphics such as Volumetric lighting at a high distance real time setting.
From what i know at least half of Roblox users are playing on a phone/tablet, most of these devices are not as capable as normal desktop PCs and they would not be able to render the graphics that pc users would be able to.
Another issue with Roblox is that the graphics settings are way too simple for what the platform is now, a slider could work for an overall, quick change but we will soon need some sort of advanced settings like in other games (Fortnite, Apex Legends, etcâŚ) so that users that arent on the most powerful or recent hardware could turn down the settings that are more resource demanding and still be able to (for example) see more than 30 meters in front of them while not having to render the realistic sun shadows.
Roblox is kind of in a tough spot regarding lighting improvements at the moment.
(Sorry if i sound aggressive towards you, that isnt my intention)
Not everyone wants their game to look ultra realistic. People like the old lighting because it can genuinely look nicer and be more fitting to whatever their game is.
High quality graphics are a great thing to add to the platform but they shouldnât be forced like you clearly want here.
Also important to mention people arenât complaining about the removal of the mode itself because itâs just being moved to the new âtone mapperâ instance as a preset.
Theyâre complaining about things the preset cannot provide like brightness clamping. (making your reply moreorless irrelevant)
The main issue that i have with the tonemapper is the brightness not being capped, which will have unintended effects in games like Flood Escape 1, Retrostudio and Work at a Pizza Place.
Thereâs the darker and overall more apparent shadows too, which make previously lit up areas completely dark.
Other than that, the tonemapper is still bittersweet for me but its better than nothing.
Not every game wants to look ultra realistic, and Compatibility was one of, if of THE best thing theyâve done for preserving their older games on the platform, back when it used to be a âOnline Building Toyâ.
The removal of Compatibility is damaging the work theyâve done to keep these older games the way they originally were, if this new retro tone mapping thing doesnât fix all the problems it has currently (More shadows than Compatibility + Lights being messed up) then this will, in my opinion; be a major problem.
I know ROBLOX cares about itâs older games, they have to⌠right? They helped make ROBLOX be ROBLOX. Without them, you wouldnât be here. 2016 was the main reason why ROBLOX is as big as it is today.
Iâm aware of this, iâll have to go back and look at my creations in there.
Now that i think about it though, couldnât Retrostudio make a script that checks for lights that have a brightness value greater than 1 and cap it? Retrostudio doesnt have an executable studio, its running on an actual place.
I donât really have any thoughts on the Compatibility sunsetting. But Iâm not gonna lie, Iâm confused as to why itâs called a âColor Grading effectâ when itâs actually a filter to emulate Compatability lighting.
hmm, would be really cool if roblox added custom lighting technologies or, adjustment layers? this would be revolutionary for everyone on roblox. this could not only work for ppl that want to make classical places, but advanced graphical designers. just think about it. the imagination we could use to remake everything lol
Other posts on here have explained why this is wrong so Iâm not going to repeat what has already been said, I know most of the people defending this change are just fanboys trying to make Roblox appear as if they do no wrong that never look at the bigger picture, let me explain my concern.
My concern is Roblox not caring for itâs older games any more, this is a complete âbelieve me broâ but I recall it being mentioned by Roblox staff members that keeping old games playable is a priority of thereâs (This can also be proven by the fact a lot of old games that ainât been updated in years are still semi-playable and also the reason they implemented the compatibility technology to begin with) they seem to have forgotten or donât care about preserving the old games on the platform and itâs going to negatively effect them as there are a lot of online communities that like to play old Roblox games either for nostalgia sake or because itâs better than a remade version.
For all the people defending this saying âItâs going to help the platform expand by allowing the engine developers to focus on new features instead of preserving old ones!â, let me ask you this, first of all as many people have already proven compatibility makes use of the new lighting engine (Read previous posts for more information) and secondly, should a beloved feature such as R6 should be removed? R6 is the old Roblox character rig, why should Roblox keep updating it, arenât the engine developers wasting time that could be spent âworking on a new featureâ?
I am aware removing R6 is an extreme example, but Roblox is going to keep removing these minor components that made up old Roblox until they eventually just remove everything even closely resembling old Roblox.
With that all being said, what is the actual solution to this problem that doesnât involve completely removing compatibility? Itâs quite simple, deprecate compatibility, hide it from the lighting technology drop down menu (Because modern developers seeing old Roblox is a huge no no!) and make it only accessible through the command bar and/or plugins, if any new Roblox feature has issues with the compatibility technology, itâs not Robloxâs problem any more and instead you should upgrade to another lighting technology if you want to use said feature, this is essentially what they did with studs. I think people will still be upset about this but itâs better than completely getting rid of it.
I think itâd be good if there was some sort of intensity slider for the lighting for the time being. While testing it out on my own game, I realized it looks surprisingly realistic and readable with more raw colors, but also very flat and gray. Iâd love some way to have an inbetween.
I agree with a lot of the stuff in this, Especially when you said they should just deprecate it. A far better idea than what theyâre doing now, removing it and replacing it a worser method.
Itâs unfortunate that compatibility lighting is slated to be removed, but if u were to look at it from the Roblox side of the garden, thereâs no reason to keep something like compatibility because theyâre 1. pushing/trending towards realism for like the past however many years and 2. there does not exist at this point in time, a game that is worth maintaining any lighting setting that is not either shadowmap or future
The upside of this update is theyâre at least giving us the means to replicate what is going to be removed, which is huge if that becomes a trend later down the line. Similar to how the MaterialService.Use2022Materials property exists