This problem seems to only happen when there’s too many light sources in one area, in my experience, it doesn’t matter if its a big map or not.
The GIF I took is from my home/hangout world that I and couple of friends built for fun, I’m thinking of reverting back to shadow map until this issue is fixed, since my friends and other players with low spec hardware are complaining about their clients choking.
This is my FPS when turning on the lights, now for me I have very good hardware, but yet 27 FPS?
My hardware being: 32 gigs of RAM, Nvidia RTX 2060, and a Ryzen 3700X.
I should not be lagging.
Update: Upon writing this sometimes the FPS drops to 19 or the lowest being 18 when trying to move around.
Update 2: The faster the lights flicker the lower FPS drops it seems.
I think this actually shows that future lighting overall isn’t optimized compared to shadowmap which is only just sun shadows.
But what could I say. Optimizing something takes alot of work.
Update: Future lighting gets more laggy when there is more pointlights. Future has no performance impact when there is no lights and only just sun shadows. (The behavior is shadowmap so you would have the same fps until one light object is added)
quick update - hopefully we fixed most of the issues (including flickering and improved perf when there’s too many lights) and plan to flip some flags soonish
I would agree, I only get about 5-7 FPS more than before in my map, Abandoned Facility Revamp (Up from 15-20 FPS to 17-27 FPS), still bad enough to render it unplayable.
From what I saw, it did not fix the flickering lights. Plus whatever you guys shipped with the update also messed up the skybox. Flickering Lights are still not fixed (1.6 MB)
I recommend to send the place file (you could dm it to them if you want to if you dont want anyone else accessing it) where it happens so he or she can see what’s going on. Videos and pictures wont help if he or she doesn’t have any way to reproduce your issue, or access the game that its occurring to diagnose the problem.
If you want them to investigate what happened to the skybox send a .rblx for him to download so he can diagnose the issue. They won’t know what’s going on if you dont give him that and cant fix your issue. Instead of ignoring what I said before just send it and reproduction steps if you can.
For performance. The specular highlights range is depending on the graphics level.
In my opinion, the specular highlights in max graphics seems to be too far. On shadowmap. That’s good enough. On future, it’s not good. The sun shadows are fine but all point lights will all be rendered differently. It’s not really a good range since the radius seems to far for a player to see. If there was a way for the lighting to fall back to shadowmap at certain ranges, and the sun shadows falling back to voxel. This would be performance friendly.
But implementing this feature would take in more complex work onto it.
Also before that fix gets shipped on the flickering lights and performance issues, hopefully future Lighting wouldn’t have to suffer more issues after that.
I know, I read your first message and I don’t think I want to because it contains animation data and I don’t feel like risking something I worked on for this.
the flags were flipped, hopefully most of the major issues should be addressed now. if not - do not hesitate to report what’s left and we’ll see what we can do. thank you so much for being patient!
performance render fidelity isn’t great for preserving object shapes so all kinds of things can happen. in general i think people should aim to use default fidelity
Talking of performance, in a recent test taken yesterday, performance has only improved slightly, from 19 FPS to 26 FPS average in one of my games. Unfortunately, I had to revert back to Shadowmap because it’s still not the best with performance. None of my light sources have Light.Shadows enabled by the way.
EDIT: To clarify, the place receives a smooth 120 FPS in Shadowmap.