Deprecating Lighting.Legacy, Introducing Lighting.Compatibility

I asked zeuxcg about Lighting.Voxel eventually being removed, and the answer to even that is that it’s possible. That being said, I can imagine compatibility being far more likely to be removed than voxel.

If you’re deciding on which type of lighting is right for your game, I advise against compatibility. All existing games should also be working towards moving onto voxel, at the very least. Compatibility is just a quick fix for games still using legacy.

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Definitely this. Compatibility, while better than Legacy, is likely going to hold back lots of potential perf boosts and quality gains, so the less people on it the better!

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Since some people don’t know what exactly change this will bring, I decided to show a small example of what compatibility will change from legacy.

Compability mode


Legacy mode

One thing I’ve noticed, is compability does not keep the same feeling of neon that legacy does.

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Those screenshots of the new material system make me wonder if we’re going to have real time reflections in the future, or if those are just specular maps.

I am a bit sad that Neon parts will probably never get their own dedicated intensity property, rather than being tied to a bloom object.

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Those are just environment maps and reflections of lights, not objects.

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Personally I’ve stuck with the Legacy lighting because with Voxel I lose a lot of detail when it is enabled versus Legacy. Compatibility appears to be an awkward middle ground where I still lose some detail (though not as bad as in Voxel), but materials like Glass and Neon behave differently than in Legacy lighting.

Update: I’m getting weird artifacts with compatibility mode as lights go through walls on the other side that is not present in neither Legacy nor Voxel.

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That material system is amazing! Can’t wait haha

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That new material system looks very good.

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I am really aware on the neon part’s behaviour, it looks really different to the legacy. Developers may take a lot of time to change the transparency each part again.

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looking at that screenshot of the new material system, I want this update now :weary:

really amazing though!

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Will real reflections be implemented in the new lighting technology? (reflecting parts, not the skybox)

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Can some tweaks be done to Compatibility to fix some of it’s inaccuracies with Legacy? It looks nearly like the the real thing, but it’s still a long way to go.

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looks pretty accurate, but makes one of my games look more blue :smiley:

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Honestly i still like Legacy the most, am now converting the game towards Voxel.

Here are the differences between the 3 modes from out of my game map.

Legacy

Compatibility

Voxel


Note all other lighting settings are the same on all pictures.

Legacy users like me just have to get used to Compatibility or Voxel.
Legacy gave me more the feeling it had better colors, but i understand it’s getting removed and accept it.

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Theres a thing that should be are fixed on both modes, the guis, there are diferent brightness between voxel & Compatibility and Legacy, as u can see in the first image(Voxel) in the center the gui dont bright as much as it do with legacy(the 2nd image)

image image

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I extracted some parts of my map and I made a comparison picture.
If you want to make glowing windows/parts that is far away from the player, it is not longer support in compatibility nor voxel. Glowing effect can only be visible when it near you (The third row) or it is big enough (The big yellow part in the first row).
Hope Roblox will give some support on this problem.

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Dam that new material concept looks pretty good.

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Very nice material and lighting concept, the compatibility lighting mode seems pretty cool.

I can’t wait to see what the future brings for lighting features, thus is a great change removing legacy from the engine. - I mean it was pointless, for it still be used due to ‘Future is Bright’ (voxel lighting).

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Quite nice update … could have maybe needed it earlier but however and anyways.

I love the preview for the new material system … and it makes me seriously curious,
are you guys just improving overall shading and behavior of the reflectance properties
OR do my eyes actually spy some sort of prototype for an actual Physical based Rendering pipeline ?! as for example in actual more realistic surface roughness. ?!!

If you actually work on implementing true PBR then pls don’t forget realistic rendering of conductive materials aka metals :

better example of how metal is supposed to look :

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Although I didn’t want this to happen, I understand why. Here’s to hoping in the future we’ll be able to make custom lighting shaders!

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