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.
So sorry with this really late reply but there’s still shadow artifacts and the blocky shadows on surface lights. And performance isn’t really that great with shadows off.
With this update, we will be able to make more realistic games in Roblox and our eye pleasure will witness even better games, i think all issues have been fixed. To show examples of an excellent update;
Compatibility:
That would ruin the aesthetic of the game. I don’t see why we should be forced to change the materials of our builds when Roblox could provide an option or property to control the reflections on the materials.
(old post by the way, we’ve actually gone ahead and reworked the entire game to fit the lighting nicely )
Roblox and Roblox Studio both have some type of check it runs to detect if you have a powerful enough graphics card to actually have access to better graphics. I have a mac with 512 MB of outdated graphics and even if I set the graphics to max, I’m only able to get Voxel lighting to render, ShadowMap doesn’t work for me.
I mean future lighting is already pretty intensive on PC hardware so try taking that and putting it on mobile hardware. I’d imagine only higher-end mobile devices that can already run Roblox on graphics level 10 would be able to handle it so that’s why you don’t see it on 9 and below
I’m having rather severe memory leaks after the latest studio update (or at least they were never as problematic, this got bad just 2-3 days ago).
The moment I enter the rendering range of any lights while using Future lighting, studio memory usage keeps going up, having around 30 lights makes it increase by 1-4MB per second. Getting out of the rendering range or switching to another lighting system stops it, however it doesn’t clear the already used memory. I have reinstalled studio and the problem persists, I have tried my other places, it doesn’t make any difference. This issue has also been confirmed by another developer.
My system specs:
Windows 7 64-bit
Intel core i7-6700k
NVIDIA GeForce GTX-960
8 GB RAM
It’s incredibly how garbage the Roblox engine is, for example look at unity, a simple game engine, but somehow it can support better graphics, better physics, better everything with less performance decrease.
I feel like Roblox should make something called Roblox Studio 2 or something, where they’re rewriting nearly everything, including graphics and physics since they’re too bad at the moment to be in a over a decade-old engine
I mean, UE4 has a better lighting system than Roblox, and it’s nowhere bear as laggy. Go into it and place like 222 directional lights; no lag. Yet FIB3 lags with a measly 15 surfacelights.
It probably has to do with the fact that Roblox is 32-bit software, meaning it can only access 4gb of ram. Although Studio is 64-bit, so I wouldn’t understand if it also lagged with the same amount in Studio.