Future Is Bright: Phase 1 - Studio beta

We don’t have plans for a per-game flag - the setting is currently per-place and it seems to make sense to keep it per-place since switching the mode might require a bit of tweaking, and you might need to do it one place at a time.

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We tried to make sure that we don’t make quality compromises in the new mode - a lot of the color math is very different in the new mode but it looks nicer and is more physically accurate. So we explicitly opted for results that we liked more and that are more accurate instead of focusing on compatibility.

We are likely going to introduce Technology.Compatibility and transition from Legacy to that, but that has somewhat different goals from helping devs migrate - it seems like in general migrating to Voxel lighting is pretty straightforward in 90% of cases. More news on that after we actually ship phase 1…

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A post was merged into an existing topic: Off-topic and bump posts

Sorry for the bump, but I recently noticed that the neons don’t look as good during the day when it’s bright:
2019-01-14_14-19-49
The colors become washed out pretty easily. I’m trying to keep the glow as saturated as possible & the core as white as possible, but I can achieve that only through saturation. So when I lower it for the core to be white during the day, the glow loses it’s color, and red glow becomes light red glow, blue glow become light blue glow etc.:

Is there anything that could be done to improve this behavior?

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I saw the latest version with all 3 WIP Phases, do you guys have plans for the corners dant dont do well with shadows?

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Seems like that’s legalcy lighting, check it it’s set to future under lighting.properties.technology. It should have improved a decent bit.

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It’s still an issue on Voxel, just not as severe.

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Possibly new lighting system doesn’t like when I change terrain colors?

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How about we start maybe shipping some anti-aliasing features? That would definitely start bringing in the devs.

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Yeah, there’s so much to utilize as well that would benefit FIB’S Voxel lighting, HBAO , SSAO, MFAA/FXAA/TXAA etc. in terms of how these sort of graphical options can make games look better look at games like skyrim special edition and fallout 4 / 76, Witcher 3 for reference

Although I think this should be on a 64bit version of the roblox client only, there comes a point where you can only throw so much on a 32bit exe before games make roblox hit the 4gb cap due to all these crazy cool features I love being added. 64bit roblox engine/client would be a dream come true, endless possibilities. Future is bright after all :slight_smile:

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I feel like even Phase 3 should be released on a 64-bit version of the Roblox client, as if I Play Test my place with some realistic trees and road textures, I easily hit the 4 GB limit and eventually crash.

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What anti-aliasing features do you refer to?

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Pretty sure he meant that. Having different texture filtering options like Bilinear, Trilinear, 4x Anistropic, and 16x Anistropic would also be nice.

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Yeah, also ambient occlusion options too I was reffering too with HBAO/SSAO

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Delayed this response but discovered this thread after it got bumped.

Phase 1 of FiB (Voxel) is quite incredible to my Terrain work.

Legacy:


Voxel:

Legacy:


Voxel:

Looking forward to what Phase 2 brings!

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Looks absolutely amazing! I can imagine some of the great aesthetics that people will be able to accomplish with these new sun shadows!

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I’ve noticed over a course of builds that Voxel lighting really improves the visual side of smooth terrain and nature-based builds. Really cool stuff :+1:.

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Just overall. Polygon edges need to be quite a bit smoother in order for Roblox to stand a chance of being a professional development platform.

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This term is really disrespectful, can we please stop shoehorning it into discussions just because Roblox hasn’t caught up graphically with other games? A lot of hard work goes into Roblox’s engine behind the scenes to make it smooth and scalable on many different platforms.

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I believe this, no doubt there is a lot of hard work involved in creating a platform this big. But I have to say, I don’t exactly think saying it’s not a “professional development platform” is offensive/disrespectful, when you are talking in terms of graphics capabilities, especially when compared to things like Unreal Engine 4, or Unity, etc. Still, you can make awesome things on ROBLOX, no doubt. But the graphics REALLY need to get caught up to retain more developers for a longer time. This might include me.

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