That sounds like a glitch, try checking render settings.
Rendering settings are set at level 1 due to horrible lag.
Shadowmap:
Future:
I really love how my game looks with Future. It definitely fits the creepy atmosphere i’m trying to go for.
(I should up the lights a little though).
you know, that is probably why…
OMG, this is ROBLOX!?!?
Man, I live under a rock. This looks really nice. Soon or later we might end up ROBLOX being really realistic or futuristic I should say.
Can you enable FIB3 here for testing in a live server?
It uses quite a lot of moving PointLights in the particle system on collisions.
https://ro.blox.com/Ebh5?pid=share&is_retargeting=true&af_dp=robloxmobile%3A%2F%2Fnavigation%2Fgame_details%3FgameId%3D1869173421&af_web_dp=https%3A%2F%2Fwww.roblox.com%2Fgames%2F5337005281
I can’t even tell if that’s Roblox or not, nice work with the lighting play there! I can’t wait to see the future of Roblox’s lighting engine, this is certainly promising!
Enable and test through studio.
Been experimenting with making a Future is Bright showcase; however, I’ve been noticing some flickering of nearby lights. My showcase has a large amount of lights, but these lights are vital to the showcase. Would it even be possible to disable certain lights when leaving rooms for the client in this case, and is there any solution to this problem so far, or is this meant to patched before full release?
You will need to code that feature on your own.
I mean for Live servers rather than in studio.
I’ve already done several tests in studio.
https://ro.blox.com/Ebh5?pid=share&is_retargeting=true&af_dp=robloxmobile%3A%2F%2Fnavigation%2Fgame_details%3FgameId%3D1869173421&af_web_dp=https%3A%2F%2Fwww.roblox.com%2Fgames%2F5337005281
You need to wait until it’s fully released. They’re not going to grant you special access just for testing as there’s a good reason studio has it enabled only.
Lights are now oddly tiled-ish for some reason… Having the camera close to the ground with a light source (not clipping) also makes a strange effect, which leads me to believe the light effect is actually just some kind of layer…?
Also a personal opinon, the render distance for lighting is too small, which ruins the look in remotely large interiors for me.
edit: specs are RTX 2070, intel core i7, 16gb ram if that helps
another edit: not specifically an FIB phase 3 issue but rather phase 2 issue, shadows (more specifically of large objects) are also spazzing out on the same game
Roblox has done live testing on features before, I’m just acknowledging that my place could be used for such tests.
The place I linked is also more of a stress test especially for the lighting system. As mentioned, lots of point lights.
Anyway, can’t wait for this to release. Very exciting.
I do hope maximum light ranges are increased, like with earlier FiB iterations. 60 studs just isn’t enough sometimes.
I would only consider specs useful when you’re referring to a performance issue - DirectX11 tends to work consistently across machines of all different types. I’ve discovered there is more of a visual, graphical difference to setting Rōblox Studio to run on OpenGL (surfaces reflect differently, FIB is more limited) than when I switched from an ultrabook with an MX150 to a desktop-built GTX 560. In the counter’s defence, both are manufactured under NVIDIA, as well as have full DirectX support.
Other than that - I too experience these tiling issues whenever I’m zoomed out on large surfaces.
There’s difference in range between Future and Shadowmap/Voxel, which causes significant brightness differences when using lower quality levels. The problem is that they “fixed” the range in Future, so it’s actually a radius. Here’s a Future light with range (radius) 8 inside a sphere with size (diameter) 16:
The light is neatly contained inside the sphere.
Now same scene with shadowmap:
The light goes beyond the sphere’s bounds roughly twice the range.
If we double the radius in Future…
Now it’s closer to Shadowmap, but not the same since falloff seems to be calculated differently, plus the specular makes it brighter (hey, that’s the point, right? haha!).
So this sounds like a case where the “correct” behavior (light range) needs to be made “incorrect” for compatibility sake.
I couldn’t find it mentioned anywhere, but with Future lighting enabled, if you have View->GridMaterial enabled then lights won’t cast any light on parts.
ShadowMap:
Future:
Roblox, this is going too fast, and that’s why I love it. The future for roblox in the development section bright.
Maybe someone’s pointed this out, but there’s some really weird leakage or something. It’s like the parts are casting more light instead of a shadow.
There’s two SurfaceLights at 0.5 brightness, one on the floor and one on the ceiling. I’m super excited for this to be live though!