don’t ask me how I did this, this game has shadow map enabled and when I get close the shadow looks like that, when I get further it becomes really fuzzy
Live in desktop clients on PC & Mac. Official announcement tomorrow. Console will follow next week I think (unexpected unrelated delays with rolling out new Xbox update).
Since most games haven’t migrated yet, we may discover some issues once more games do - if the issues are severe enough (e.g. crashing on some rare configurations that we couldn’t test etc.) we may be forced to disable it. We don’t anticipate any issues, just a note - it’s a big rollout
Also can confirm all remaining issues with SunRays have been resolved.
(Also, now that ShadowMap is fully released, can we expect a FiB v17 build soon?)
Not sure if this has been mentioned, but adornments with AlwaysOnTop set to true appear much darker with Voxel/ShadowMap lighting compared to Legacy. Is this intentional?
Wow! Now I am really excited!
This would definetively make games look more realistic and could possibly open the possibility of roblox developing being more accepted.
Me and members of my teams are excited to implement this new system into our games. Big thank you to everyone who’s gotten FiB this far. It’s an absolutely amazing addition.
Keep up the good work guys.
This indicates that we have some sort of performance issue that we need to fix. Can you please share your hardware specs, the game that you’ve been playing, and microprofile dumps for quality 2 & 3?
Hello!
The hardware of my laptop is something old, here are the specifications:
4 GB ram
Windows 10
Intel Pentium 2.20GHz 2.20 GHz
64 bits
What they could do is make instead of having to go down to 1 Graphics Quality to turn off the realistic shadows, it would have to be that there is a button that says to turn realistic shadows off and on.
(I do not mean Lighting technology from Roblox studio)
I don’t think they’re going to do this because the argument is, most players wouldn’t use this feature. So we’re pretty much stuck with an inferior way of handling graphics options.
Instead of getting the highest drawing distance my computer can handle for instance, I’m also stuck with anti aliasing & ambient occlusion which slices my framerate by 40%, thus, I’m stuck at quality level 8 rather than 9 or 10 which have the highest drawing distances, but also have Anti Aliasing, which isn’t needed at my screen resolution, and ambient occlusion, which doesn’t look that good in my opinion.
With Roblox adding more graphic-intensive features, they need to stop using this argument. It’s only going to make a majority of the player base use less than desirable quality levels just to get their framerate up to 60.