Extended Light Ranges: Doubling the Limit to 120

Hi Creators,

Today, we are happy to share a highly requested update to our lighting system. We are doubling the range limit for all local lightsPointLight, SpotLight, and SurfaceLight— from 60 to 120.

This change makes it easier for you to light larger spaces with fewer lights, which can streamline your workflow and improve performance.

image4

Two PointLights increase in range from 60 to 120 using the Old Roblox Noob (5 studs tall)
and Chess Queen (42 studs tall) for scale.

We know you’ve been asking for this for a long time, and we appreciate your patience. Increasing light range is a complex technical challenge due to some of the lighting techniques we use on lower end devices. It directly impacts memory, latency, and performance, especially on lower-end devices. Our goal was to deliver a meaningful increase while maintaining stability for all players.

Why 120?

When we increase the range of a light, its computational cost rises exponentially. We chose 120 as the new limit because it provides a good balance between utility, performance, and usability. It allows you to light larger spaces with fewer lights, as shown in the examples below, while keeping the performance and memory impact stable for all devices.

We know there are some use cases that need more than 120 studs. Our team is researching ways to further reduce the performance and memory costs associated with extended ranges. Our goal is to find a solution that will allow for even higher limits in the future, but we wanted to get this meaningful update into your hands now rather than waiting for a more complex, long-term solution. We’ll be sure to keep you updated on our progress.

How This Affects Performance

Fewer lights mean better performance. While a single 120-range light has a higher computational cost than a single 60-range light, its true performance advantage lies in its ability to illuminate a larger area. By using one large light instead of four, you reduce the total number of computations the engine has to perform.

  • Before: Four 60-range lights are needed to cover a large area, requiring more instances and more processing.
  • Now: One 120-range light can cover the same area more uniformly, using fewer resources.

Extending this to larger areas:

  • Before: Twenty 60-range lights are needed to light the entire Racing Template race track.

  • Now: Five 120-range lights light the entire race track.

:warning: Action Required: Potential Breaking Changes

This update may cause visual changes in experiences that create lights procedurally. Previously, any light range set above 60 in a script was automatically clamped down to 60. With the new limit, that clamp has moved to 120.

Here is how scripted light range values will be affected:

  • Range ≤ 60: No change.
  • 60 < Range ≤ 120: Light range will increase from 60 to the scripted value.
  • Range ≥ 120: Light range will increase from 60 to 120.

We recommend using the Find All function (Command + Shift + F / CTRL + Shift + F) in Studio and looking for “.Range” to ensure that all light range values are set to less than or equal to 60 to avoid any breaking changes.

Note: This only affects the native Range property on lights. If you use a custom variable or attribute named “Range” in your own scripts, no changes are needed.

Known Issues

  • The Studio properties panel light range slider only goes up to 60.
    • The fix for this should be live by September 25, 2025. In the meantime, you can still manually enter values up to 120 in the range property field or script the range up to 120.

What’s Next

As mentioned previously, we are also working to improve light attenuation to give you more realistic and nuanced falloff control. We hope to deliver this in the next couple of months, so stay tuned for more updates. We will continue to investigate how to reduce the computational cost for even higher ranges so that we can raise the light range, but we have no timeline to share yet.

As always, we want your feedback. Please let us know your thoughts on this update, and if you have any cool examples of how you’re using this increased limit in your experiences!

Happy building,

Roblox Rendering Team

404 Likes

This topic was automatically opened after 10 minutes.

Let’s go! So excited for this!

19 Likes

I’m sure a lot of people share my gratitude for this update, it’s been a long time coming! However, it’s been a LONG time coming. The want for extended light range has plagued us for years, and while it’s nice to have an increase to 120, what’s to say that an increase further wont take that long again?

Perhaps I’m naïve to the complexities of modern game development, but can someone enlighten me as to why increasing the range of lights seems so troublesome? I get Roblox has to tailor lighting to older devices, but its 2025 you know.

39 Likes

Thank you Roblox! Really needed and appreciation update!

59 Likes

This is truly a technological marvel. The number went up.

31 Likes

This announcement automatically makes this week really strong. @Blocky_BoomFish has been waiting for this moment for a long time. This is beautiful.

12 Likes

squid-game-celebrate
Thank you so much rendering team! This was a great and much needed change!

53 Likes

Awesome!!!

Any chance we could get shadow-casting capabilities as well? It sucks being required to place opaque parts to cast shadows, and potentially using lights to tweak it as well.

17 Likes

Add if you are 13+ and ID Verified the limit is 200 instead 120

Edit: Uhhh im got 5 likes! Thx you all!

Can someone reply?

36 Likes

This is truly a W update.. Despite us needing it a decade ago, it’s so nice to finally have it- It’s such a small change but it has the biggest impact ever-
and for the first time in forever, it’s an update where there’s not a single person who can hate this [with valid reasoning]

11 Likes

Its really nice that Roblox cares about their mobile audience so much, but what if my experience isn’t even tailored towards the Mobile/Console audience? Will we see unlocked limits for games that only tailor towards Desktop?

13 Likes

I’m happy, just a little bumbed that it’s only 120. I get it though

7 Likes

Can we get a new instance named “DarkenBasePart” which has one property named LightInfluence and when parented to a part we can manipulate the amount of light the part is getting. So we can make a part pitch black in a well lit room!

21 Likes

finally large rooms can look good :fire::fire:

11 Likes

Sad it took this long, and especially when the lighting engine could’ve been so much better years ago

8 Likes

I hope you guys announce real time reflections or a new feature that has something to do with graphics and the lighting.

3 Likes

17586518580302525522004209886442

12 Likes

FINALLY! Thank you for doing this after so long! I do find it incredibly disheartening that PC-only games don’t have the option for much higher lighting range, but a step in the right direction is a step in the right direction. Looking forward to seeing more improvements to the lighting engine.

Colorable sunrays and custom horizon line when?

3 Likes

Make a part with color 0,0,0 and change the material to neon. Gets you the same effect :+1:

5 Likes