Creator Roadmap - AMA with Dan and Manuel [Jan 24, 2024]

Thanks for the questions! We ask to please keep it to one question per message to allow us to answer as many people as we can.

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Will there be a way to lock user ratings on games if they’ve actually played the game for more than a couple of hours? Currently, users can just verify their email, join a game, leave, and dislike it. Would there be a playtime requirement, or even more, be added in the future?

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Will there be Global Illumination or atleast voxel Global Illumination? If not, what is holding it back?

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When are we getting control over the tone mapper? I am stuck in Compatibility lighting and it has been half a decade now that this issue has first been reported.

3 years ago there was an update on the matter that never followed up and now the thread is closed. The only thread that’s still open & relevant to this issue is Option to exclude objects from global lighting

Will EditableImages be impacted by this?
Why is there no transparency regarding new beta features release?

I need to make some game design choices which include picking the technologies I should be using. It would be counter intuitive not to use technologies that don’t support my features the best but I can’t make these evaluations without an approximate release date.

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This is an important issue. We are building a Rights Manager for rights holders to easily file takedown requests for duplicate or counterfeit versions of items they created. We plan to build additional functionality that will allow creators to sign up to be notified about potential similarities between new items and items they created. From there they can choose to take action to request takedown, etc. Rights Manager is planned for launch in the next few months.

For any other policy violating items (like nudity, etc), we are continually improving our detection systems and processes with human moderators to detect and remove content faster and with greater accuracy. Users and creators can also utilize our reporting flow for any cases where it is taking us longer to remove the content ourselves or if we haven’t yet detected it.

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Roblox’s stance on graphics control is unacceptable and disrespectful. In a previous creator AMA, Roblox stated that they have no intention to expand graphics options beyond the current slider and instead want to look into optimising how each level affects graphics quality. This wrestles control away from developers for how they want to reason about their game (e.g. via developer code adjusting to specific options rather than an obscure level, and it’s impossible to do so when the level is automatic). I’ve had to set up a full graphics menu for my own experience and yet I still want players to be able to get the best of our world and make fair tradeoffs for their visual experience.

Can we ever see a change in response here and what will it take to address better developer control over graphics? Note that we have a new accessibility menu that allows players to control the options on that panel and developers can adjust their own visuals to accommodate the selected accessibility options; it is still in early release, but I would like to see the same for graphics. Roblox should meet standard and have more than one slider, like every other game out there.

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Please refer to our answer here.

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also can this

go limited this year, thanks :slight_smile:

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They just announced it, but unfortunately and very stupidly they are making it USD only.

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Will the search algorithm be fixed this year? All i see when I use it is a few rows ( if I’m lucky ) of relevant games, and the rest are sponsored games & completely unrelated games.

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The glib answer is that we certainly hope it will be helpful to just about everyone! Since the introduction of Assistant we have expanded the ability to create code from scratch from natural language, understand code and improve code with the result that code creation is now more accessible to everybody. We’ve seen a wide range of creators in the beta and are seeing significantly faster coding for users across the board.

We are very focused right now on the quality of suggestions and seeing the rate of acceptance of these suggestions tick up. Expect Assistant to get increasingly more powerful over the course of the year with regular updates.

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We are working on fully launching FlexLayouts in the next few months, so stay tuned!

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When are we going to get a far less restricted lighting engine? 60 studs and the fact that everything leaks through blocks despite shadows being turned on and painfully slow lighting updates makes rich ambience a difficulty on this engine.

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When will we see major improvements to the terrain? What I mean is that the current terrain has lots of limitations such as:

  • One color per material: Creators can’t have white grass in the snow region, and green grass elsewhere.
  • No foliage support: Creators can only use the built-in grass, but there are a lot of other things like wheat, flowers, etc.
  • Grid size is locked to 4x4x4: Creators can’t fit terrain into small spaces, make precise changes, and terrain itself doesn’t appear as smooth as it should.
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QUESTION: Will Roblox Brand Limiteds, Drops, Offsale-classics, and Sponsored Items go Limited in 2024, and the return of the positive, safer, and healthier (safety and Civility), and High-Quality By “Roblox” Brand Limited Drops Safe Marketing practices that used to be on Roblox?

(If my message needs more clarity or any corrections please let me know. Sorry its not very formal.)

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Hello! I’ve only one quick question; can we expect to see upgrades to UI visual quality any time soon? In particular, it’d be nice to see antialiased rotated UI and fractional font sizes for smooth animation :slight_smile:

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Over time, we will significantly expand the capabilities of Editable* assets to do everything from supporting live replication/co-creation to supporting robust permissioning so that you can implement use cases like what you mentioned. That will all be within the confines of ensuring content creators maintain control of their creations and derivatives from those creations.

For v1, we wanted to start with a smaller, more focused set of functionality so that we could bring a new capability to the platform safely and use it as a basis to learn/iterate. Furthermore, we want to make sure we have a more robust asset permissioning system generally that we can leverage to implement the right permissions for Editable*, and we didn’t want that to block the release of v1 of Editable*.

Your feedback to v1 will help determine the roadmap and priorities, so please give feedback in the devforum threads about this functionality.

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What about “Occlusion Culling”

I would like to know the details about her, what she will be, how much performance will increase and so on, as I really hope that she will help a lot in optimizing the game

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We have some improvements planned for this year for custom materials, like allowing more than global overrides with terrain materials, but bigger improvements for materials/shaders will likely come in 2025.

Specifically, we are looking at ways to make custom materials more robust with more customization and to better unify SurfaceAppearance and materials. We think this will address many of the needs people have around custom shaders.

Long-term, we believe we will provide customizable shaders, but due to the complexity of making them run robustly across all platforms and devices we support, it’s very much just in the research stage.

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Thanks for bringing this up - we acknowledge that this was a previous commitment that we are now changing. Upon further investigating the implementation of the feature, we realized that genres on Roblox are a very fluid concept, and the originally designed feature wouldn’t have worked in the desired manner.

We are now thinking about how to build trusted sources of genre information: from creators, users and other expert sources, and how to do that at scale and in a way that can’t be abused. When we have a more robust design and plan, we will get back to our community with more information.

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