Your shadow loops like that in real life in a regularly lighted room?
is compatibility, voxel, shadowmap being removed? I wouldn’t mind voxel or shadowmap being removed since they are like filler older versions of the same thing.
I am having major flickering issues with some lights that are up high, some are even constantly flickering if you stay still in a specific position.
Looks like your lights have a very tight angle and the character keeps going out of their cone. Increase the angle and that should fix your issue.
Use a mix of shadowless surface lights for ambient light and cut the brightness on the ceiling lights.
Seems like they meant phase 3 itself to change, not a phase 4 coming.
Are there any plans on making SurfaceLights more realistic?
Right now it does some weird things and acts as if the source of light was somewhere outside of the actual source part:
Expensive! expensive! RTX was created in part to solve this problem. I don’t think we can expect a robust solution for this any time soon.
But honestly, other than the shadows, the un-shadowed light coming from that surface light looks quite good!
I don’t see a problem with this behaviour. That seems to be running the way it should.
I love this, it’s been highly anticipated and I’m very glad to see it finally make it to our games. I’ll probably need to code in a more aggressive culling system for shadows as I have a lot of detail in my game, which means a lot of parts that have CastShadow on. Simply turning off Shadows on light sources further away tends to solve this performance complication.
A friendly reminder to update this, though?
Man roblox is getting so far with many improvements in 2020, getting this, PBR textures soon and maybe even the Custom Terrain textures too! very exciting year for Roblox great job everyone working on these features, makes my day to see all these cool changes i can mess around with or even make art with!
No, they keeping Voxel, Shadowmap, and Compatibility
The best thing is that it came before PBR update, that way Normal maps interact with the new light sources, its gonna be an interesting thing to start making some realism next year.
I’m also seeing a similar issue, it happens in both studio and player and other players said that they see it too. Despite having a ton of lights most of the ship appears dark and unlit. Also to note is that this has only started happening recently. https://gyazo.com/fd42988fa91f42284e812c5a2a8005cd
Going from compatibility to Future and the planned changes, what kind of performance hit can developers expect per light instance or is it entirely dependent on the amount/complexity of shadows cast?
From what I’ve tested if they change their in-game graphics setting it changes the range of future lighting. The lowest setting I think disables it almost entirely
Is auto-exposure still in the works or did it get cancelled for some reason?
It seems like I can’t get FIB3 to look good in most outdoor lighting scenarios, and when it does look good, it’s mostly in very dark-lit scenes, like horror games.
It feels like lighting for Future is a completely different language/skillset than lighting for ShadowMap.
Seems like a lot of games simply might not work visually with Future on, just because of how dark/contrasty it seems to make everything. In addition, you really have to create your lighting setting up around the Future lighting mode, and place lights a bit inwards to surfaces with “Shadows” enabled.
That being said, I’d love to be proven wrong… it seems like Future is a lot of work to get right though.