Future Is Bright: Phase 2 Released

FWIW the loss of detail for dark colors is unfortunately unavoidable. Don’t have time to explain this in detail atm, but it’s a side effect of the tone-mapping curve that looks more or less like this:

image

The dark colors (in the bottom) “flatten out”.
We tried to make a tonemapping curve that mostly removes this, but this makes it very hard to preserve hue/brightness for the medium range or compress the highlights (where colors are so bright you can’t represent them on a monitor). The current curve we’ve shipped is trying to preserve hue mid-range and compress highlights well, and dark colors had to suffer a bit.

This is the unfortunate side-effect of the whole “we need HDR and HDR requires a tone-mapper” sequence of decisions I’ve explained in Compatibility thread.

In the future we’re going to provide controls over the tonemapping curve that will allow you to affect the toe/shoulder areas explicitly, which will mean that you can effectively tune the “film” response however you like it for your game.

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Are there any temporary solutions to bring out the darker tones more?

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To be fair, we are in phase 2, not phase 3 in which we will get what was in FIB + better maybe.

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Yeah thats also true, but i hope it doesn’t turn out to be worse then FIB studio releases.

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The geometry for the HCZ tunnels are one sided or back faced culling or whatever.
https://i.imgur.com/XWzlL82.png can’t tell how thick they’re are but yeah backface culling stuff

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That’s the root cause of your issue then. Follow the steps here to fix it, and it should fix the lighting.

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I can’t wait for Phase 3 to start being accessible in Studio! It’ll be a field day for me once that starts.

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Those are wonderful! The future of Roblox is here.

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From what I hear it’s going to be a while.
Hopefully we get a new build of FIB before then.

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A late reply here, but this is an amazing update, and a much-needed update, really shows the capabilities a game has that has been here for over a decade and gives devs a much different artstyle to play with.

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Would you have plans to implement PBR materials into the engine soon?

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Pretty sure we’re getting specular maps later this year iirc.

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Hopefully we can get more than that, since theirs so much more potential to withdraw.

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Yep, I’d love PBR materials and Anistropic Filtering! Not to forget the legendary Phase 3, which is what I want the most.

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Not only that, before Phase 3 goes live, Roblox should have the option to utilize the GPU more, so less load can be put on the processor, and better multitasking.

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Just as a reminder, Roblox would never consider any non real-time features like baking graphical effects like shadows or Ambient occlusion, as anything that doesn’t run in real-time is contradictory to their companies vision and goal.

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All I can think of right now is using the Post Processing effects such as ColorCorrectionEffect to adjust the darker tones. Perhaps try playing with properties like contrast and the Lighting properties?

I do so, I use the presets @Maximum_ADHD shared on Twitter and some tweaking with the Lighting properties.

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Nice work, stay as you are :+1:

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The new lighting futures that I have implanted into our group, everyone loves it. They told me it looks like GFX, There is some Shadow bugs, but I’ll debug my game to see.

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