Future is Bright Phase 3 Released

Already a massive fan of the work I’ve seen so far on FiB phase 3, and it’s absolutely brought the looks of my work to a whole new level. Whereas previously it was nearly impossible to make something look better in Roblox than on other platforms, the advances in indoor lighting brought on by this new lighting engines absolutely changed that.




However, given the massive increases in graphical fidelity brought about by the new lighting engine, the new volumetric clouds and atmospheric effects (Dynamic Skies Are Getting Cloudy) and the introduction of SurfaceAppearance (SurfaceAppearance Studio Beta [Released]), I have to wonder - what’s next for Roblox’s lighting? There are still many aspects of Roblox’s rendering that fall behind other game engines, such as the lack of support for Screen-Space reflections, more involved user specific graphics controls (such as changing lighting engines between different avalible options given by a developer), baked lighting maps such as bump maps, displacement and emission support, and instances such as particles often fail to meet the same level of detail as that of other platforms such as unity. Overall, Roblox is nearing other platforms, yet it still has a ways to go before it surpasses them easily in most situations.

All being said, however, a massive shout-out to all of you who worked on FiB Phase 3 - it’s a massive leap forward in the right direction, and we all can’t wait to see what you cook up for us to work with next!

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