Bloody hell, Minecraft shaders run better with a lot more realistic properties!
Most Minecraft shaders only have one source of per pixel lighting and that is the sun / moon. Local lights in Minecraft are calculated per-block while Future has to do this per-pixel with sun / moon light also
I do not believe I’ve made myself clear enough then
By local lights i mean any block that emits light. Lighting from local lights are calculated per block (which I’m pretty sure lighting calculations aren’t updated every frame).
Compare this to Roblox future lighting which, since it’s per-pixel and realtime, has to update lights every frame for over 2 million pixels (on a 1080p Monitor). In addition lights are able to cast shadow in Roblox so the engine also has to update the shadow map for each shadow casting light. Of course there may be some optimizations I’m leaving out here but I think you kinda get the idea.
I’m pretty sure that shaders do actually use per-pixel lighting, seeing how good the shadows were with local lights.
But yes, I could be making better comparisons than Minecraft mods.
UE5 is an example of that. It can do amazing shadows, with proper global illumination. It can do that without ray tracing in realtime.
Sure, but minecraft shaders still work better than future lighting
We have this topic now.
I hope that Roblox staff can hear our concerns here, because once again, there’s a reason why studios don’t come to Roblox. There’s a reason.
How come UE5, GTA5, Minecraft and other games can be able to run something really realistic but roblox on the other hand…
Roblox’s lighting engine is badly optimized.
Nothing more I can say.
You are giving it too much praise by saying bad! It’s horrible.
RoGTA will be the future guys we are trying to bring the best graphics and performance to you and use original and high quality materials and objects in our game.
Yep. At least we have a way to win any argument as a dev now; by throwing a desktop with 10 pointlights open at your enemy.
Hey! I originally wanted to PM this, but seeing the amount of people that worked on this, I thought I’d post it here for publicity.
Our game uses beams & lights to emulate “realistic” lighting from the lanterns, and an issue we’ve ran into is the fact that shadows can fall on top of the beams, causing this:
Is there any way to mitigate this - I.e., allow for the lighting beam to not be affected by lighting? If not, are there any plans in the future to circumvent this? Many thanks.
EDIT: Sorry, I had two beams and only changed one. This solved my problem. Sorry for the confusion & many thanks!
Hey, it seems that as of the latest update, shadows have gone haywire:
https://cdn.discordapp.com/attachments/895640589629018142/895641805150892093/1TfO8HSG92.mp4
Reproduction place (seems to be reproducible anywhere - even in studio):
https://www.roblox.com/games/6748046088/Models-Storage
this should be fixed now, thank you
I have 1gb of vram and it seems to work for me
This amount of flickering is downright embarrassing. And it’s been happening since day 1. Not minding the terrible performance, I still cannot fathom enabling Future lighting in my game when you can’t even move a part under a light without the shadows dancing.
How long has Roblox had to work on this lighting system again?
Has light baking been taken into consideration? Because in most cases, i don’t ever need my lights to constantly update as most of the time the lights wont move and nothing will enter the area. If we could bake the lights in or have an option to update the lights manually, this would really bring up performance!