Future is Bright on Android is fully rolled-out [Client Beta]

Yo !

Any plans to allow baking of shadows for static objects ?
(slow computational process doable in studio by the devs to create lightmaps, edit or even import lighmaps from third party software)

For both better performances and overall quality (no more light leaks, artifacts, mobile friendly, etc).

Or maybe this is already what the engine is doing by itself ?
Right now is looks like every light sources are dynamic, even on static objects, no baking involved.

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Thereā€™s a kind of static light system: If nothing changes within the influence of a light, the light will not render itā€™s shadows that frame, continuing to use itā€™s shadows from the previous, like the throttling it uses when there are too many lights on screen. However, moving the camera can also count as a change in some cases (like with the Sun/Moon).

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LETS GOOOOOOOOOOOOOOOOO

cr1tikal-penguinz0

Iā€™ve been having a weird Lighting issue with Future technology for some reason, it casts a shadow of a box right under the light even if none of the meshes have CastShadow enabled (except the player character). I have scripted the camera to move at an angle and the focus in the playerā€™s RootPart CFrame and thereā€™s two lights inside the lantern, one has Shadows enabled and one doesnā€™t.

{4709DD4F-0195-47FE-B3A1-31940B1DB720}

The PointLight with shadows after the secondary PointLight without shadows gets disabled:
{9110969F-F933-4C7F-942A-2D41E3E1019A}

This issue happens both on PC and Mobile, did not try on Console.

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so you confirm that you dont really care about android optimization (and exynos chipsets in general)


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This is cool but I think my phone would blow up if it tried to run futureā€¦ Is it possible to have a way to disable it from the client side?

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It looks really cool! I hope they will add: Root Motion and size (Animation)

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noicee, i love this - but i would love to see u guys make more lighting technology - like toon lighting or old style.

i know u can use colour correction and change the lighting around but to have it as a whole technology would be cool.

also is future out for ios?

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Perfect ! Now i dont need to modify the graphism for each device !

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Just because something runs badly doesnā€™t mean it was easy to get it to run at all. Do we really know how well or how poorly Future ran 4 years ago on mobile when it was first released for PCs? For me, atleast, on my Android phone, Future makes no impact on my framerate.

Thatā€™s insane. Fully dynamic lighting. 60 FPS. Mobile. Tick of a checkbox. But, at some point, you have to accept defeat in that not everything will be able to support such technology, which is why there are graphics quality levels so people can still play.

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pretty sure itā€™s not an issue with my pc because the game moves at over 240 fps almost 99% off the time and I always play roblox at maximum graphics.
also thereā€™s no way my pc would not have enough ram, because i have 128gb ram, so my pc is not the issue for sure, nor is roblox being ā€œbrokenā€, itā€™s just intended behaviour which looks very atrocious and should be improved now that all devices are up to date with the graphics

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i think its not ā€˜intended behaivorā€™, i think in september or something, i used to have normal textures, but i remember after updating roblox studio, all the textures became blurry (alzo effected roblox client)

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ā€œtechnologyā€
now compare roblox to unity, let it even be unity 2019, even that version is still miles better than roblox engine which is being held on literal sticks. my main complaint is nicoā€™s nextbots and such simple games as kapiā€™s rock n roll and stars align, even arsenal, are running on unstable 45-60 fps with microstutters no matter what graphics level is set. again, unity > roblox. know the difference.

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Roblox is getting better every day!
Thank you, team Roblox for finally making this possible!

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Iā€™d say itā€™s a pretty unfair comparison, Unity lets you cheat a lot by ex. using baked lighting (this is a lot more prominent in mobile games where most devices donā€™t have the resources for even one or three dynamic lights), where as Roblox has all dynamic lighting which is obviously a lot more expensive (especially on lower-end hardware like yours seems to be)

I will say that yes, Roblox can implement baked lighting too, but itā€™ll be low quality at best. Youā€™d probably need a bunch of 1024x1024 lightmaps to get decent quality. Upping the resolution of each lightmap to something like 4096x4096 would increase quality, but also add a lot more demand to the network (which, for some people can be quite unstable)

(also, Unity is also held by sticks, see: the time it takes to do almost anything in their editor)

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i assume itā€™s intended because itā€™s been happening since fib was released on pc, at the time i had a completely different pc (which i still keep as my secondary pc), and thereā€™s both of my pcs render shadows the same way

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Aesthetically, neither making walls thicker nor adding additional blocks behind them is always possible, and considering Roblox should also be an engine that simulates realistically, a long-term fix would be great.

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I installed the latest update but i still donā€™t have it my dadā€™s phone does

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id say its mid end in nowadays terms (thanks to throttling and lack of support from game devs)

true lol, in vrchat we trustā€¦

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As wonderful as it is, I believe future lighting is not good enough and lacks a number of CRITICAL features. I believe it needs a complete overhaul. Itā€™s as if Future lighting never left the testing phase back in 2017. We need an actual realistic lighting solution for Roblox as players are tired of making workarounds for basic lighting features that are included in literally every other major game engine.

Here are some of the issues I run into when using future lighting, and lighting / rendering in general:

Glass material still doesnā€™t render transparent objects.
Lighting has horrible bleed and artifacts, also is very unoptimized in the engine itself.
No control over the draw distance of lighting effects including shadows.
Shadows either on or off with nothing in-between.
No proper ambient lighting.
Maximum shadow resolution is very low.
No real-time reflections.
Lighting effects missing on a number of object classes.
Multiple light sources in an area cause light to stack and become EXTREMELY bright.
Distance limit of light sources is limited to 60 studs.
No way to blur or create glossy or fuzzy transparent effects on specific objects.
No way to implement prebaked lighting in our games.
There are more that I canā€™t think of at the moment but I can add them later.

Please fix future lighting or make a new lighting system. Literally every other major game engine has a better lighting system than this by default. Future lighting is an unfinished at best, glitchy and unoptimized lighting solution for our Roblox games. It is a step in the right direction but needs A LOT of work to become even competitive to the most basic lighting systems in other game engines.

Please give us a lighting system that actually looks realistic and isnā€™t concerned about low spec devices. Saying a feature doesnā€™t exist ā€œfor performance reasonsā€ is like telling Unreal engine to remove all realistic lighting features because a couple of phones canā€™t handle them. It is completely backwards logic. Performance should be dictated by the developers of the games, not the game engine itself. Like mentioned before, lower spec devices can turn down their graphics settings to improve performance. There is NO excuse for a game engine the size of Roblox to have their premier lighting system be this outdated. Lights are still limited to 60 studs in 2024, like come on guys what are you doing over there? 60 STUDS. The frustration is UNREAL.

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Reducing graphics settings should solve this issue.

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