Just to show how performance heavy this is, I’m using a GTX 1660 Super and get FPS dips down to 19.
I’m tired of seeing these types of claims being brought up because there’s literally no proof or evidence backing this up. Please do research on these types of things to avoid the possibility of misinforming others.
It also depends on the hardware you’re using. I was able to run this animation at a consistent 60 fps with 21 lights, as well as many other surrounding lights not visible in the animation.
Why do so much people believe this false claim. It’s so easy to disprove. Just open task manager, play a game and you’ll see your gpu spike up in usage. Litterly in the performance stats its showing you how long its taking the GPU and CPU to finish each frame.
Most PCs will begin to lag at about 20 lights, which is already a terrible thing if you consider that Jailbreak has ~800 lights. It’s clear that the rendering team needs to sit down and think "how can we make this at least 200x more performant?
For comparison, UE4 allows for many more light actors than FIB3 until you hit 20FPS.
Yeah, my old pc I had like 5 lights it was already lagging and glitching. Plus not everyone has the same computer, so yeah. They should fix the preformance of future lighting. Because your computer might run fine on 21 lights @A_SquaredAnimations, but for others it might be different
Also important to note that 21 lights is next to nothing. That would cover at most half a house. If you wanted to get very realistic, my living room has 25 lights that I can count (6 spotlights with 3 light units and a few devices).
Jailbreak uses ShadowMap lighting, so only the Sun can cast shadows, the lights are 4³ voxels so they’re pretty performant. Also, the rendering team has found ways to better optimize lights such as slowing the rate at which lights update when there’s too many lights in a single area.
I can’t really think of any other way Roblox could optimize these lights except for revising code or switching from dynamic lighting to a LightMap or texture for lights that are far from the player’s view.
I understand. I pointed out to @vrs2210 that it mostly depends on the hardware of your computer. Future lighting was mostly a push for realism on Roblox and not many front page games use it, so unless it was a core mechanic in a game or switching lighting would provide an unfair advantage or disadvantage to others, it’s not really a problem.
If it’s no problem, I’d think it would be better to list your specs rather than saying you can run an unmentioned game smoothly. It’s pretty vague and we don’t really get a general idea of why you can’t maintain 60fps on Roblox with 5 lights.
I really hope Roblox can soon fix this memory leak issue I mentioned above, it’s pretty much impossible for me right now to develop anything with Future lighting for longer than 15-20 minutes without having to restart studio to manually free up RAM. This is especially problematic when having some other programs open, for example an internet browser when I’m looking up references.
As I’m typing this, I have studio open and in just 10 minutes of idling in one place with about 40 lights around the memory usage went from 1GB to 1.9GB.
On a side note, I wonder who’s idea was it to restrict forum members which don’t have the “Regular” rank from creating topics in the bug reports category.
Edit: The problem is still there after the last update.
I find the Roblox engine not much optimized enough.
Future lighting definitely improved on performance but it’s definitely not enough. As you can tell, the engine can’t even handle alot of light sources with future lighting, while other game engines can work with alot of lights without suffering fps. I don’t like seeing this issue being here. If people were able to write their own shaders or post processing effects in Roblox studio, most of these limited problems will reduce by a ton. But that’s not confirmed because they already stated why they can’t allow users to do anything like that.
I’ve seen some games writing their own shaders without even messing with the Roblox engine. But they would have to be low res, and bad to even run fast. Since it’s basically using the ui system. The reason why it’s so slow because it mostly relies on CPU. I know doing this is definitely something Roblox studio was not meant for.
Also going back to talk about future lighting, on max graphics, seeing the lights from a distance is pretty an issue on performance.
However the distance should be like 1.2k studs.
I’m pretty sure Roblox studio does this when something is far away from the camera which the lighting fallbacks to shadowmap, then voxel, then basically no shadows (basically a sphere region)
Also asking my old question again. When is Lighting.Technology going to be scriptable (as said from the devhub I’m not sure)
Pretty sure won’t be possible because, changing shader types in real time (especially when playing a game) can be tough to do
No idea but this would definitely be useful functionality to have, allowing for scripting of UI to allow people to locally do something such as enabling or disabling shadowmapping.
Please increase the light limit to where lights begin updating slow. Also don’t drop the updating time so low, update time should not go below 4.5 ms (15 fps), it looks super jarring.
This is at max graphics, and lights update super slow. I feel as though a the threshold could be pushed up just a tad, and the updating times could be a bit higher.
This Future Lighting should’ve been perfect for Horror games, but the difference between Quality Settings of 1 and 10 can really RUIN the darker atmospheres the Devs has put in place! Areas that should’ve been dark would easily be revealed by lowering the quality! This should’ve been a different settings called Brightness! And it should never been tied to Quality Settings!
Players playing on lower quality would never be able to properly experience the darker atmosphere that the game should’ve been played! As it would be out of their choice due to the lack of Brightness Settings!
Let people with lower end devices allow themselves to be immersed into the darkness that is set in stone by the developers of a horror game! Add a brightness setting!
I remember in the really old phase 3 betas from late 2017- early 2018 there wasn’t a limit to the size of lights. Would we ever see a return of this, or at least an increase to the size cap?