Customizable Voxel Light Grid size

By default, Voxel lighting has a fixed 4x4x4 Light Grid, but what if we could modify it with TWO new grid options.

Below are most likely the use cases for these.

  1. (Default) 4x4x4: The best option for those that want to squeze as much performance.
  2. 2x2x2: For those that want an option between performance & quality, this is the best option.
  3. 1x1x1: If an experience has lights, 'ton of lights, it could help alot without the heavy performance of Future lighting, i think?

Since ShadowMap and Future use Pixel based shadows instead of studs, the grid options should be fixed for the two, or just be customizable…for some reason?

shadowmap still uses voxels for the lights & both lighting techs still use voxels for the darker shadow spots

  • ShadowMap: 2x2x2.
  • Future: 1x1x1.

Credits to Arseny for uploading this video in specific (skip to minute 3:40), this feature request wouldn’t exist if it was never uploaded!



Example images from the video, look at how blury the shadows are in the default 4x4x4 grid compared to the 1x1x1 grid.

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  • New voxel light grid - Improvements to lighting to bring the highest quality option to as many devices as possible, including shadows, specular highlights, light reflection. (On hold)

I believe this is what is on their roadmap(I cannot confirm) but I really want to see the GPU Cascaded Voxel Lighting be implemented. I believe that Voxel Lighting is much more appropriate for sandbox/cartoony games as it allows for many many lights. It also simulates soft shadows realistically and is volumetric(maybe Roblox could actually add volumetrics?).

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