Future is Bright Phase 3 Released

Use a mix of shadowless surface lights for ambient light and cut the brightness on the ceiling lights.

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Seems like they meant phase 3 itself to change, not a phase 4 coming.

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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:

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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!

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I don’t see a problem with this behaviour. That seems to be running the way it should.

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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?
https://developer.roblox.com/en-us/resources/Roblox-Platform-Roadmap

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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! :smiley:

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No, they keeping Voxel, Shadowmap, and Compatibility

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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.

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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

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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?

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Agonizing.

https://gyazo.com/4ccca1756fbfb885c75e9d1ce9867476

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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

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Is auto-exposure still in the works or did it get cancelled for some reason?

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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.

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Thanks. Now I can start playing with lighting and materials more.

My car in my game (includes carbon fiber)

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My only issue with this is that there’s multiple performance issues.

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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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I’m really excited to get my new games out now!


I still need to modify the position of the lights as they are not connected to the lights itself but are connected to an attachment

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Really, most performance issues can be avoided by investing more time into the design of the world. Roblox has introduced new properties like CastShadow in order for us to be able to turn off shadow rendering when unnecessary and speed up gameplay. This is what triple A’s do, and Roblox has now opened up the door for us to do that too. I think the performance problems ultimately lie in the hands of the developer, short of open world games because Roblox doesn’t have a proper LOD system. It’s really pretty standard for people to fine-tune maps for lighting interaction and whatnot.

After all, if you think Future is too laggy you have 3 other lighting engines you could choose to use for your game.

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