Future is Bright Phase 3 Released

It’s going to progressively generate just like how a Roblox place generates. Whenever you join a game you can still see terrain, objects, meshes and UI load in. Everything’s progressive so it won’t have any more impact on performance than loading into a place already has now.

Remember when I said, “What if they added an option”? A person gets to choose what lights will be dynamic or not.

Once again, if a light’s shadows stop updating indefinitely, it will not be updated until told otherwise, so there’s barely going to be an impact on performance. This idea is simply branching off the fact that local lights can update slowly.

That was literally the whole point of my reply. :neutral_face: Also it seems like you would prefer a light to not cast any shadows, over a light that would cast shadows from only static objects?

Also, what’s wrong with baked lighting? Games with them can still look good.

Specular highlights will still be present since it’s still a normal light.

Again, I’m not talking about baked lighting, I’m talking about freezing the update time of local lights casting shadows, so it BEHAVES like a lightmap.

I know? Why would I present an idea which I have little to no knowledge about?

Not really, just don’t have dynamic objects cast shadows, not really a big deal.

I’m starting to think that you skimmed though my last reply…

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Kinda managed to get Cel Shading to work in Roblox.

There’s still a fair bit of issues with this though.

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Scene is too bright, turn it down

But if this is good enough it can serve as a replacement for ao broken in fib3

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Can’t turn it down, that’s a primary factor in achieving outdoor cel shading. I’m still trying to find a workaround to that.

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Hey @vrtblox @zeuxcg! A bug has started occurring with impostor (I.e, meshes with LoD > 1) meshes, where their shadows would completely break.
image


This issue only occurs with Future lighting - I got the above results on max graphics level, but it’s reproducible on any graphics level so long shadows are enabled.

Reproduction place (simply press play and observe the tree LoD):
ShadowLoDBug.rbxl (35.0 KB)

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Does this happen with shadowmap to?

I’ve stated it only works with Future lighting in the message.

Oh okay, I think this was caused by the optimization’s…not quite sure

Another shadow-related bug: updating Camera.FieldOfView causes visible shadow stuttering. This issue is reproducible on both ShadowMap and Future lighting.


I’m unsure if there is any way to fix this, but it is a very visible bug, especially for games like ours that rely on animating the Camera’s FieldOfView when a player sprints/walks.

Code & place file used to reproduce the above

FOVShadowBug.rbxl (31.6 KB)

The below code is simply ran in the command bar.

local RunService = game:GetService("RunService")

local Camera = workspace.CurrentCamera
local CurrentFOV = Camera.FieldOfView

for n = -30, 30 do
    CurrentFOV += 0.05 * math.sign(n) 
    Camera.FieldOfView = CurrentFOV
    RunService.RenderStepped:Wait()
end

cc. @vrtblox

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thanks, we’ll see what can be done with this

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I have encountered a bug with Future lighting. It occurs both in studio and in-game. I am not sure if this has been reported.

When you try to duplicate a light (Either SpotLight or PointLight) with Shadows enabled, the dupe light doesn’t seem to have any shadows. Trying to move the light and placing it in the same position again causes the shadows of the light to glitch. Also trying to adjust the settings slightly and back to normal causes the light to not even appear. This doesn’t happen to SurfaceLights somehow.

Keep in mind, both the glass and the small black part has CastShadow disabled. There are no very close parts blocking the light.

No dupe:


With dupe:

Dupe light after moving it a bit and back to the original position:

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:confused: A bit upset over the “Shadow cast” being disabled whilst “Future Lighting” technology is enabled!

Shadow map:

Future Lighting:

A good way to save performance, but I rather much prefer “Shadow cast” enabled on any Lighting Technology.
Hope we get the option to disable and enable shadow cast on Decorations in the future! :slight_smile:

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It’s called Ambient Occusion, Roblox uses an AO called HBAO, or Horizon Based Ambient Occlusion. Roblox still has it enabled on Future lighting, but the strength is toned down to where it’s barely visible. This is to save on resources but it’s toned down a lot that it’s barely visible and a lot of objects now lack depth.

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The lighting is probably baked lol

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Not trying to say ROBLOX’s engine is advanced or anything but for them to get anywhere near this level would require them to rewrite their graphics.

I’m assuming this because I remember seeing somewhere that ROBLOX’s team pointed out that they can barely roll out updates to the website because of how old it is.

I agree with you though, ROBLOX’s graphics engine is pretty bad compared to a lot of games, and might even be the worse. Who knows?

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Yeah, I figured that out shortly after, but it’s still SUPER strange that Roblox doesn’t have baked lighting, when from what you can see it can be used to great lengths with perfect FPS.

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Roblox’s Graphics engine is pretty dog water compared to others, if we had the ability to change the screen’s pixels and make our own post processing effects, then the graphics could be A LOT better.

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because baked lighting is a texture and it would probably cause a lot of strain to download all that data. However I do think it would be smart to perform client baking when loading

If basically an android strapped to your head can load close to an entire game full with baked lights, then Roblox can 100% do it, of course if they don’t mess it up like they did with the reflections

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The difference is these are pre-downloaded games, the pre braked lighting and such are downloaded when you initially install. With Roblox, you have to load the entire game every time you play, not just once when you install.

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