Future Is Bright: Phase 3 - Studio Beta

Probably not, if they ever let you control the softness of local light shadows they are probably gonna let you control how soft they are for each individual light instead of it being controlled by the property in Lighting

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Thank you for the clarification - I couldn’t verify point 2 for obvious reasons (though the timings appeared to fairly closely match when the flag was and was not enabled), but I could locally reproduce points 1 and 3 as seen in the below image (I can try for some clearer examples on different places i.e. SpecialMeshes and the failure of the low-quality shader to appear):

Left of the white line are how things look with the flag off, right is how they look with the flag on - taken a few minutes apart which is why there are more people on the left side.

Considering the flag is meant to change the indoor IBL behaviour to function more inline with Future in indoor environments (on games which use it), the fact that this appears to heavily affect the shading of outdoor environments on lower graphics modes, on all Lighting.Technology settings, is quite concerning.

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How do I make light visible from very far away distance, like, always visible? I am making the Eiffel tower and this would be useful, so for now I’m using Neon, but I’m curious on when will always visible light will be implemented.

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It looks amazing :slight_smile: I just turned my games into Future, I was testing it and I always loved to do that color mix:

The only con I noticed is about the graphics, shadows should be disabled first instead of whole future aspect since the shadows are using alot of memory. I’ve noticed Future gets disabled at the 4th bar and shadows at the 3rd one, it should be the contrary in my opinion, otherwise it’s really cool !

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Will Lighting.Technology ever be accessible by lua code? At the moment it seems it’s impossible to do, or is there a reason why scripts are unable to change lighting technology?

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Is there going to be a DynamicShadows property for Lighting so we can disable the shadows?

Also the shadows still seem to be buggy as you can see random dark shadows appearing while moving the camera rapidly:

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I’m in love with the new FIB update, however I came to notice the shadows on surfacelights are very weird. I don’t know if it’s just me or if this is a general issue, but would love to get an answer. If there’s a way to fix this, please let me know as well!

Example of surfacelights:

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I have that problem too. The shadow quality is bad compared to the other type of lights.

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From personal experience messing with the lights I can confirm this unless they fixed it.
1 - Lights overlaying other lights with shadows can cause a bit of lag
2 - Lights used in dark rooms can result in shadows not updating properly and little patches in the shadow itself. If you check on any Jailbreak video when they had the lighting it had a tendency to mess up with the brake lights at light in a dark location.

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I don’t know about you guys but the new lighting looks great! The future is BRIGHT!

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Maybe your graphics level wasn’t high enough?

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Eh… That is a future y’know?

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Have you been able to circumvent this problem? I imagine that turning off the castshadow property for the decorative blocks might work…?

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Yeah, that’s the only solution we have, which does make sense. It is less calculations of the shadows. That’s how I made the example on the right as seen in the video.

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Will be Constraints also gets supported in the future ?

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I believe smoke still behaves in the old manner together with lighting. You can have narrow lighting spots on the ground, but the lighting displayed inside of fog is still that of the old spot system. (Aka, you don’t see it at all since narrow spots were impossible.)

Any plans of fixing this?

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To be honest I’ve noticed that FIB can’t handle anything, like even on a good pc I still run with 25 FPS on something barely even considered to be a ‘large game’, so generally I just feel like there could be a better alternative to how it runs, although I don’t know anything since I’m basically as relevant as a bag of peanuts.

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It’s ideal for showcase games. I can’t imagine it being used in large scale, front page games whatsoever. FIB is predominately used for games that are trying to showcase detail. Larger games divert more attention to other things, like gameplay.

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I’d even say it’s a showcase game, it has a mass amount of particles although the main problem being FIB, I’ll post the link if that helps you. La Ville De L'Étincelle - Roblox

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Unfortunately the price of a beautiful game is to play roblox on a supercomputer :pensive:

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