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.
How. That looks like something that the hellreaver devs would make.
I don’t think phase 4 is coming out, to everyone who think it is. I remember seeing somewhere one of the staff saying that FIB3 will be the last phase for roblox lighting.
While it might still have lighting updates, tweaks and fixes, it’ll be where roblox stands permanently or atleast for a while.
I’ll update y’all if I find anything!
EnvMaps (cubemap reflections) are said to be the first step to FiB 4, which is Global Illumination as stated on the EnvMap announcement. Though I have no idea how roblox will ever make performant GI in the future, I think its safe to say that we won’t get anything for the next few years.
Isn’t hellreaver an FPS? I don’t understand what that has to do with this.
How do you do that? Just a glass ball?
Will the AutomaticExposure property be returning at some point? IIRC Roblox disabled it a while ago due to algorithmic problems, but they haven’t mentioned it in ages.
I don’t have a problem writing custom exposure for my games, but it would be nice to know whether or not AutomaticExposure is coming back, especially since API to detect light levels doesn’t seem to be on Roblox’s radar.
Manual light placement.
Oh you’re referring to PoptartNoah’s path tracer, I get it now. It’s much more simple in this case. I have no knowledge of scripting lol. I just do lighting hacks and animations
I wouldn’t say too urgent, just bad enough that it’s interfering with experiences that would’ve looked great on Future. Mobile doesn’t even have AO so you’re still having it a bit better.
Idea: ambient = 255,255,255
outdoor ambient too
try it
Might work, depends. I’ll let you know once I get around to doing it.
Ight, just a new bug: If you add a light and delete it the light instance will go away, but the light generated will not.
Temp fix: Leave and rejoin
This also occurs if you simply move a light source around. I’m not sure if this has to do with the renderer that you’re using, a new optimization issue, or some other issue, but this is present on both Vulkan and D3D11. I’m not sure if it happens on Metal, OpenGL, or no graphics.
Still waiting for this “Duped light shadows” to be fixed
Before (before dupe)
After duping a light
This usually occurs when the light is in the same position as the first one, causing one light to produce shadows while the rest doesn’t (notice how the shadows on the second pic are lit by a light when its not supposed to)
do both of those lights have shadows flag on? it used to work at some point, we’ll take a look, thank you
@vrtblox Is the ambient occlusion bug still being looked at? it is really making me impatient.