One thing i hope for at some point is for the light to change colors depending what part they go though. Such as a while light going though a green piece of glass changing it to green on the other side. Could use that at a disco with a spinning glass disk?
@vrtblox Could you please solve the issue with terrain?
Whenever the part is placed inside of terrain, it will cast through the terrain to show ontop.
thanks for reporting. not sure if there’s reasonable fix for that but we’ll investigate
Forgot to include the repro process, here you go @vrtblox !
Step1: Create flat terrain.
Step2: Dig out a hole in a ball shape.
Step3: Create a flat basepart and resize it so that its just as wide as the terrain.
Step4: Add light and move it under the surface of the terrain.
The point of doing this is to make light in the shape of the hole in the ground.
When I enable it in studio I have to play the game to get it to work
Check your render settings in studio and make sure they’re not too low.
Okay, thank you
I will take note.
i’ve updated the initial post with some latest information. we’re getting there!
please add ambient lighting I beg !!!
@vrtblox I found a bug with Future lightning, EditQualityLevel is 21
- Video of the bug: https://streamable.com/gqh10f
just to make things clear i’ll post it here too. if you want something to be investigated/fixed please send me DM with place file and repro steps. videos are nice but not that helpful (unless paired with place file). we’re doing our best, thanks for cooperation!
Sadly there doesn’t seem to be any performance difference with just the lights itself but just helps performance for shadows. Maybe its just a bit small or affects lights that move. Also up close dragging a part under a light casting shadow seems to be costly for performance.
I noticed improvements script wise when the light properties are changed via script. In some looping scripts before, there would be a longer delay between each loop than in ShadowMap, and after the update the delay is much more shorter, almost ShadowMap levels.
there will always be overhead with fib3 compared to Shadowmap as with Shadowmap vs Voxel. this is because of nature of things. we’re doing local lighting computation that respects PBR setup per-pixel for each light and those computation don’t come free. we will continue to find ways to even further optimize both Shadowmap and Future modes to make it as fast as we possibly can. I hope you’re looking at milliseconds per frame and not the fps when measuring performance overhead/drops as fps is very misleading (because its non-linear)
I hope the flickering lights get fixed. Seems to happen when there’s a lot of lights and you zoom out or look at certain angles. Here’s the place where I see it happen in.WeirdFIB3FlickeringLights.rbxl (28.9 KB)
it will be fixed for sure. i’ll update when the fix is live (we already have it). thank you!
This is my opinion but I think FIB3 should be forced on all graphics level and change it to voxel at a very huge range or when it gets rid of the hdr rendering. I think this because I think this could cause issues for some developers and could give an unfair advantage. Imagine having a horror slasher game and a player decides to hide in a dark spot. Here’s how it would look like for a player with a high graphics level
Somewhere here is a block, pretend thats the player hiding.
But here’s it with lower end users
You can now actually see the block. If the person hiding is the slasher waiting for someone to kill the lower graphics level would easily see them and run giving an unfair advantage. But if a person running from the slasher and hides in a dark spot cause they cant see it if future is bright is enabled. The slasher who could have a low graphics level would easily see the person hiding but with fib3 you cant see that person which gives an unfair advantage. This is not the best example but you get what I mean. Maybe I’m wrong but I think this could be an issue. I don’t think voxel for artificial lights is that compatible with fib3.
the indoors would better match what voxel have but that change won’t be part of fib3. hopefully it’ll come around the same time as fib3 though, maybe shortly after
Can we make it so if an object is like a mirror it will make car games have working mirrors and useful for me as a bus group owner