Well this makes me sad.
When I first read it, I could’ve swore it said it was coming this quarter. I guess I misread it.
Well this makes me sad.
When I first read it, I could’ve swore it said it was coming this quarter. I guess I misread it.
Here are some screenshots of a new map I’m developing for Redshift Arena currently.
I’m a really big fan of how water actually has reflections with light sources other than the sun!!
Only problem I can see is how the light source unrealistically reacts with the water.
Overall, this is a fantastic update and I can’t wait to see the new shadowmap system be implemented into light objects.
Well time to build a whole new map just to swoon over the shadows.
Will light sources other than the sun also be using the same shadow technology in the future?
Yes, in Phase 3 of future is bright. This has been answered too many times already, please read the posts above you.
The hood? I played around in one the “cars” in that place a few months ago
Roblox has honestly come a long way, and the new lighting features reminds me of this :praisethelordzeuxcg:
Is there anyway shadows could render further?
I was about to type out a long reply in support of this but it turns out zeuxcg already addressed this, in short yes this will be adjusted.
I was running the time of day quickly on a loop in my place, watching the shadows, and I noticed, it feels a bit odd when the moon comes up, and there is no moonlight.
So I was wondering, are there any plans to have moonlight shadows?
I love it!
It looks really great only thing that feels a bit odd is that the shadows “Teleport” when the sun moves smoothly
I just tested it on my laptop. It’s super optimized, I’m impressed.
ShadowMap:
Average: 57 FPS
1% Low: 37 FPS
0.1% Low: 35 FPS
Min: 38 FPS
Max: 62 FPS
Voxel:
Average: 60 FPS
1% Low: 52 FPS
0.1% Low: 48 FPS
Min: 59 FPS
Max: 61 FPS
This is on my T430, which has an i5-3320M and an HD 4000. I serious thought I’d be getting an average of like 40 instead of 57.
Wow, this is fantastic. Thank you guys so much for the progress on this. My potato doesn’t handle it too well on max graphics, but I’m not complaining, because that’s my problem, and it’s absolutely beautiful. Amazing work!
Note: I’m not sure if this has been reported already, so if it has, please notify me
First of all, I absolutely love this update. It really shows how far Roblox has gone, from legacy not having good object shadows to Shadow maps, having pretty good object shadows. With that being said, there is one problem I noticed when testing this feature. If you have a part and then union a hole in it, the part of the light that is let through nearest to the base of the object is a bit buggy. I’m not sure if it’s intentional or not, but in my opinion, it doesn’t look the best.
https://gyazo.com/2345f4e78448d982ed0b51d0d2cd6bb5
Other than that, this is a really good improvement for lighting. Thank you to the team that worked on this.
Its the way you built the terrain
Why it doesn’t work in OpenGL mode?
This probably isn’t a bug and just a limitation of the shadowmap quality/resolution, but I have some vertical blinds that are 0.1 studs away from each other. This results in the shadows making an odd pattern:
This isn’t really game-breaking but it would be nice to see this pattern go away and never haunt me again.
Also, this:
This happens with really thin parts. This one’s 0.2 studs thick.