Games became darker since ShadowMap and Compatibility are gone for unknown reason

Hello I had to report it as a bug because it was unexpected and I noticed recently my games became darker and require now more lighting, I was used to work with the lighting ShadowMap and since you replaced Compatibility, ShadowMap and Future by Soft and Realistic, it’s getting really problematic.
I recently created a game with lots of light and dark environments. Now, because ShadowMap has disappeared, many areas need to be reworked because they have become too dark, which is really annoying and time-consuming to prepare.

I remember that you could adjust the level of shadow caused by the ceilings of houses. The thicker they were, the darker they became. If they were thin, there was almost no shadow created, which was practical.
Now the new lighting has become weird and spoils everything. I can get back the old type of shadow that I liked by holding down the scale, but when I release it, it becomes dark again, and it’s really not cool to impose that on us.

Soft and Realistic are sometimes looking same.
Please bring back the old lightings!!


This screenshot is using the Soft lighting which is really dark.

Extra notes : I noticed some famous games managed to keep Compatibility such Epic Mini Games, Murder Mystery 2, Speed Run 4, Steep Steps.
Here a comparison for people who never paid attention :

I also noticed my old untouched games since 2018 also became darker and unplayable because of the darkness (rip my dungeon mazes) which wasn’t suppose to happen. It wasn’t like that 1 week ago, so what’s going on with the lightings??

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Please change the title to state your problem, rather than having it as a question. It helps engineers address it

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Yes I just changed it thank you and yoou’re right!

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Are decals/materials shiny/metallic for you too?? Is the Unified Lighting the reason for this since I assume they forced it out now that it’s out of Beta Features..

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Would you have a small repro place of the issue you’re describing? Compatibility is no longer an option and hasn’t been since November of last year. There’s an automatic compatibility script that used to run before Unified Lighting. It still runs on Client, but no longer on studio. Are you saying the places are broken on Client and Studio or just client?

I can’t repro since you removed ShadowMap, so I can’t compare, I’m just going by my memories.
And I didn’t know Compatibility could be ran through scripts, that’s good to know but it’s still not cool to have removed it if we have to script to do it (A quick thought for those who don’t know how to script).
I’m thinking of those who used it to take screenshots and create 3D model icons in a classic and nostalgic way.

I won’t say it’s “broken” because you forced the new lightings to everyone.
But this change rendered a lot of maps and games around Roblox obsolete without knowing it, because the new lighting doesn’t illuminate as well in the dark as before.
Personally, I had to add a lot more point lights to areas of my map that didn’t originally need them.

Can you clarify more about it? Can I run a local script which changes the technology or I haven’t understood? Because I got this error :

  13:52:57.377  The current thread cannot write 'Technology' (lacking capability RobloxScript)  -  Client - LocalScript:4

I’m unsure if this was a change you guys made yourselves, but it’d be really appreciated if it was rolled-back. This new change makes it so multiple known lighting tricks cannot be used anymore, such as this one of mine, permitting for PS1-type saturated lighting.

For some reason even after the update this one place of mine’s lighting did not change, but if i try to replicate it with the new lighting mode on new places, it doesn’t seem to work anymore.

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Perhaps there’s a tonemapper object somewhere in the old experience?

Client runs migration scripts in the engine I mean, but not Studio. You can check if any of your old maps published on Client before this migration have this issue.

I don’t understand at all what you mean by “migration scripts in the engine”.

Actually I can’t because I have no longer access anyway but the big issue is the way you reworked the shadow for the roof. Any kind of roof creates a really dark area. Would it be able to restore the old lightings such as Compatibility and ShadowMap?

Shadowmap is LightingStyle: Soft and Prioritized Lighting: true. We did not get rid of shadowmap. It’s just these two configs that map to shadowmap. I believe this was discussed in the Unified Lighting announcement. Let There Be (Unified) Light! Unified Lighting is Fully Live

To get compatibility lighting back you just need to set a Tonemapper to the retro preset and adjust your brightness.

Itll be hard for me to figure out what you’re missing if I don’t have an example of a placefile that used to work one way and now looks different. We maintain ways to have users keep the same behaviors albeit using different apis.

local adjustBrightnessCompatibilityToSoft = function(brightness: number)

	brightness = math.clamp(brightness, 0.0, 5.0)
	if brightness >= 0.5 then
		brightness = 3.135266 + (0.5605744 - 3.135266) / ((1 + (brightness / 92.74922) ^ 3.400255) ^ 3365850.0)
	else
		brightness *= 1.44611366946
	end
	return brightness
end
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Okay I understand better, so I believe the main problem I have with the new lightings are the darkness created by roofs. It’s darker than before. Have you ever noticed this issue before?

I know that in many cases, rather than disabling the shadow created by a ceiling, I adjusted the thickness of that ceiling to create a shadow level ranging from very low to very high. Would it be possible to restore this logic? I think that would solve the lighting problem in all games using this trick which was there since the beginning of Roblox.
Please watch my example to understand what I mean by “shadow level ranging”


The result we get by holding the scale gizmo is what we should get by adjusting the roof.

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Did you try to do this since November of last year. I recall something similar might have changed but am unsure myself.

It seems to me that this technique was still working a few weeks ago before you imposed the new lighting on us. Because I didn’t enable the beta feature.

In any case could you send this placefile over please?

Okay it’s really basic but yes :
Place1.rbxl (104.6 KB)

Is this what you expect to see? I turned Unified Lighting off and it looks identical to me. Left is Unified Lighting on right is Unified Lighting off.

No, the problem is the first roof on the left, which sprays too much darkness.

Yah I understand. I am showing that it’s unrelated to the lighting mode. Shadowmap also sprays the exact same amount of darkness from what I can see as the equivalent setting in Unified Lighting.

I don’t think I’m crazy enough to invent shadow problems, because otherwise I would never have made this bug report. But I assure you that I didn’t have this problem with ShadowMap before. I’m currently looking into other old games to see if something drastic changed. I’ll let you know later.