Hey sorry to bug you but I have an inquiry about the Lighting.Technology feature: Will this be changeable while the game is running in the future? Like, could you have an option for say, a local script to change one persons’ lighting render to Voxel and another persons’ to Future? Thanks.
No - we don’t have plans to support this. “Future” will automatically adjust based on quality level that each user is free to set however they want. Switching technology at runtime in all scenarios is complicated, we have this kinda working in Studio but it’s fragile.
I’m really enjoying the Future lighting build, is there any updates to pushing it? Also, was the EOY release on the github the final release?
I think it should be able to be swapped at run time by clients - some people might be able to currently run at quality 8 without ShadowMap, but with ShadowMap, their FPS might drop a lot. Might be a good idea to have baked lighting or something similar a developer can set, or a more in-depth settings menu.
Wouldn’t make sense to limit players at level 3 or whatever the threshold is of Shadowmap is. Same problem with having Anti-Aliasing & Ambient Occlusion @ Level 10.
ShadowMap is not a binary option - this is the point of the quality slider, there’s going to be some sort of cutoff and if this is close, it’ll be fast. We will also probably not be able to support ShadowMap running concurrently with existing humanoid shadows. Specific user-level settings are TBD, but it’s not clear why it would be helpful to expose this setting to developers.
Because players might be able to run at quality 8 for the higher-draw distance, but be unable to run at quality 8 because of ShadowMap.
Personally, I think all settings should be interchangeable under Render settings in Roblox Studio.
Being able to have a massive draw distance while turning off lighting & reducing particle count would be a great thing for players with lower-end machines.
There could also be a third option in settings in-game called “Advanced” where you can individually change every setting relating to graphics. A quality slider isn’t going to work out very well when it comes to higher-fidelity features, as it could force players to use lower-quality settings.
Again, we’re talking about completely different issues. You’re discussing player options, the question was about developer options. I propose to shelve this discussion up until it becomes more relevant, which shouldn’t happen up until phase 3 I believe.
Oh right. Sorry.
I think developers should have as much control over the lighting as possible, and have an option to bake lighting into a map for lower-quality settings, and then have a system in place that makes objects lighter or darker depending on the area - similar to how earlier games like Halo 3 and Half Life 2 handled lighting. And have properties under objects titled something like “ToggleShadowCasting” to omit an object from shadow casting, but still able to receive shadows, like one of the beta builds of FIB ( Haven’t used it in a while, so I forget which version it is.)
@zeuxcg will we be able to control the splotches of light that come from a bright lightsource in a future?
I want to be able to light surfaces in FIB without having big light flares reflected on pretty much any material.
I do agree. I hope that we’d see an option to at least control its intensity.
Yeah, we’re working on improving this; this was a regression in v16 due to a specular model change, and this should get better in the future.
Good to hear, however, I don’t know if its just me, but there’s allot of “in the future” being said, causing me to doubt the posts, while I get that its taking time, it would be lovely if we could get some updates from time to time related to the development of FIB, as of right now, from our perspective not much seems to be happening.