Future is Bright Phase 3 Released

Absolutely stunning update overall, the wait was worth it.

Are there any plans to improve moving lights in the future? I notice that when a game has enough lights, the refresh rate is significantly decreased. I honestly think this should be accounted for on graphics 10 quality OR a special setting that is enabled in lighting for this. Use cases: Car games, train games, horror games with flashlights, etc.


Hell yeah! Another step towards recreating real life in Roblox.
I still wonder if many top games will be able to use this, even when it’s fully released for mobile with optimization improvements, as quite a number of players on the most popular games are on phones or tablets. Would this be a viable option while still trying to avoid increasing crash rates? I noticed that “further testing and optimization” will be done to support mobile, so I hope that helps :smile:
Again, much appreciation for FIB Phase 3! This is gonna make so many games so much cooler.


I am so excited for this, I’ve been working on 2 games that both take huge advantage of FIB3, so glad it’s out before we release!


That’s really cool! Really waiting for the phase 4 wondering what will there be.


I love the new lighting system! I did find a bug if anyone’s interested though:

I have a script that will set GlobalShadows disabled if it detects low framerate. In the case of Shadowmap, it works perfectly, but unfortunately in Studio when I use future it causes a bug like this

Windows lowers framerate when you switch away tabs, so to get this to happen I just had to click off of studio to lower my framerate and then click back.

This also happens in the game client. Hope this helps!


In the other one, they said

So it is not the last.

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Awesome, I’ve been waiting for this since 2017!

One question, though. Are there plans to increase the range cap? A range of 60 is far too short for many use cases such as car headlights.


This is awesome! However like @Ultimate_Miner64 said, are there any plans to increase the light range?


What a long awaited announcement, I’m excited to see how games improve.

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Are there any plans to fix these issues?


I’ve had some minor issues with Phase 3 which is that it seems to flicker in the roofs when used on the inside of a corridor. Otherwise I really like Future lighting.


Wow! Just wow! Thank you for this long awaited update! I’m a huge fan.


When this was still in beta, I noticed that you couldn’t access the technology via commands or scripts, which you were previously able to do before the beta testing of this lighting. Is that still the case with this released, or has it reverted to what it was before the beta, letting us access it again? If anyone has an answer, please let me know.

Example of accessing the technology:

game.Lighting.Technology = Future


You’re not supposed to be able to change it at run time. It has to be pre-set.

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Will it be possible to change the lighting technology in game in the future for lower performance devices? Really want the new lighting but don’t want to alienate people with slower hardware.


iirc they never said anything about a phase 4. So this is practically the final version

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Will these new lighting features create lag if used in games?

No, they’ll have to live with having their settings lowered.

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Oh, then I must have messed up somewhere thinking that it’d work. It would be a cool feature anyways. I can see how it could cause performance issues when switching in-game though.

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Notice that this is Phase 3, not the actual release. There still a lot of testing and work to do, so i guess they’re open for surggestions

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