Extended Light Ranges: Doubling the Limit to 120

about time
only took around 6-7 years for this to finally happen
maybe in another 41 years we can double it again to 240
but thats being really optimistic

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how many years

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This is going to be way too helpful for so many things, thank you guys so much!!

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future lighting still uses the voxel lighting system for lights that are far away and at low graphics levels, when the voxel lighting’s range is increased that means it has to go through more “points” in a radius, which increases exponentially. it’s not as easy as removing the limit, if roblox only used future lighting and scrapped the voxel lighting it wouldn’t be as big of an issue but that brings a whole other set of issues with performance.

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After many years of asking for it, we have finally gotten it. I am actually quite glad you guys announced you are looking for ways to further increase this limit.

A good moment in a time period full of let-downs. Good job, Roblox team.

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It seems like it’s indeed something they can’t really change for technical reasons.

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This is huge…now I won’t need to put invisible bricks <60 studs above the floor to mimic high-up ceiling lights :smile: Thank you dev team!

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OHHH!!!
FINALLY!!!
THANK YOU!!!

I hope this is the start to more lighting updates as mentioned in the Unified lighting post

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Honestly, an idea for fixing this:
Roblox should allow bigger parts, but secretly make them multiple parts placed in one area so that they LOOK like one part.

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Truly amazing to see this change. I always hated the limited usability of Point Lights because of the original max range.

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There shouldn’t have been a limit first place, though I understand that voxel lighting blending will look bad. Though hoping that per-pixel and voxel lighting become separate things in the future as an option, or just let us modify light blending atp. Also praying for new gpu voxel lighting and humanoid shadows to be more flexible and consistent, as for some reason humanoid shadows are using “shadow map” regardless of technology.

(+ colored shadows and shadow alpha, getting rid of weird voxel shadows/specular/diffuse as an option :pray:)

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Yeah that’s what I meant but couldn’t think of it

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Shadowmap technology for humanoid shadows in voxel mode has been used since 2015, and it differs from the one used in “ShadowMap” lighting technology. It is less realistic and uses simpler equations in the shader code, which can cause strange overlaps, but it provides a decent look

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Great but what about the unlimited light ranges like the 99999999 number of range light?

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So, players with graphics below 3-4 still can’t see more than 5 feet in-front of themselves in my game, but at least we’ve made the light distance higher?

As much as I appreciate it, can you PLEASE address the COMPLETELY BROKEN NATURE of the render distance scaling with graphics settings! It is FAR MORE IMPORTANT! I don’t want to sound mean but real render distance is gamebreaking; lighting distance is less likely to be that impactful, but we’ve been suffering with render distance for quite some time now.

Please, review these posts and give us a hand! @m0bsterlobster

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Infact, ExtendedLightRanges2 fflag would increase this up to 240 studs and… Let’s just say it is jank. It works poorly with current lighting engine (Future will work 90% of the time, unless you push it too far). It needs to be optimized or even redone (which is apparently what roblox engineers have been doing from what I know)

One thing I’m curious of is if new voxel lighting engine will be kinda like octree structure (less subdivisions when far, greater fidelity when close). Might ruin fidelity from far, but perhaps allow to ease computational costs.

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I felt a tear when reading this, exactly what I wanted. The range for 60 can be complicated when using lights.

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Heaven heard thy cry, and the answer descends :folded_hands:

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this is super interesting for improving visuals with light scattering, but i really miss the freedom we should have with lights and rendering in general.. something both the dev community and content creators have been asking for a long time is a shader system. a shader graph would be insanely wanted by the community. do you guys have any plans for that @m0bsterlobster? or is there some reason to avoid it? ’cause shaders are part of the core of making games. not having that system means we’re missing a really important pillar of game creation. and there are plenty of examples out there of engines doing this well, even simplifying shader creation with graphs.

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