Ideally, Roblox doesn’t even want you to use Compatibility - it’s only meant to be used as a ‘quick fix’ until you finish converting over to Voxel/ShadowMap. This has been in the works for ages, and they even delayed it to try and work out the bugs, but as others like @zeuxcg have already said, this is as good as it gets under the new rendering pipeline.
If you’re trying to stick with Compatibility or Legacy, you’re doing it wrong. You should ideally be transitioning over to Voxel and ShadowMap right now. The reason Compatibility isn’t perfect is that it’s not meant to be, and it’s impossible for it to be.
The purpose of Compatibility was never truly to preserve visual style. It was never intended to make content look the same or even look better. The true reason it exists at all is because forcing Voxel/ShadowMap could and would literally break games made with Legacy in mind. Compatibility fixes this in a number of ways, outlined in this post:
As for your issue with the overall brightness of compatibility and neon not producing any glow, there are solutions available to you that will allow you to fix that. I’m not sure why you haven’t utilized them. Increasing the brightness of the color of the neon part or increasing bloom strength will solve your neon glow issues. ColorCorrection brightness/lighting brightness should solve your brightness issues. Again, this will not make your content look good or the same as before, but it should certainly help.
Legacy also needed to be removed due to the 5% negative performance impact of maintaining two lighting engines that are so very different from each other, as you acknowledged. However, you are in the minority when it comes to thinking that preserving the “classic theme” of Roblox is worth the performance penalty. More and more developers on the platform want it to be able to compete as a legitimate game engine and with the “classic theme” of Roblox this is simply not possible. Lighting is an extremely important aspect in games and without a lighting engine that lights the world realistically (or is at least up to snuff with lighting engines in other modern games and game engines), you will never be able to compete.
And now to address your final point which is that this new lighting engine lacks key features present in the previous one. I find this to be baseless as I cannot think of a single thing that is “missing” from the new engine that was present in the old one. If you can think of something, feel free to post about what it is specifically and a discussion can be had about it.
I have not up dated Studio yet (disconnecting from internet before opening it),
so I am doing comparisons. the one I compared so far is a build built in a large scale
notice how it lightens things up and makes my lights almost gone and the neon glow is gone
this is voxel, I get blotches with the lighting, reason why i stuck with legacy on this one. mostly seen with the blue, i did change the brightness of the blue as it was worse then it is, i can smooth it out if i put the range to max
I was playing around and it seemed I had to use more steps to get the look I was going for, using color correction etc, after 20 mins I finally got close to the same look. .
A bit inconvenient sometimes but it’s not a huge huge deal.
it’s almost ironic how voxel was designed to make lightning much better but any non-roblox player looking at the voxel lighting in your example would think it was very unprofessional
i feel like compatibility is still important while voxel gets fixed/updated and people take some time to try to work around voxel lighting
Not really sure what you mean but…
Keep in mind it was built using lagacy mode and built in a large scale, a Roblox character is a bit smaller size of the raised shelf on the left of the desk. I didn’t change it much after changing over to voxel
So lighting is a bit off due to its scale, probably could be fixed though.