Additionally, the build that shown off Future is Bright Phase 3 had unlimited light range and more versatility over lighting shadows, I’m surprised we didn’t got that in the current studio build, even though it promised us these features : (
True, especially since this post has gotten lots of attention, and definitely was noticed by at least one staff member.
It’s common sense to get rid of the range cap, it’s totally stupid!
And I can’t imagine it to be rocket science anyway.
It is not performant or easy to place extra lights every 60 studs when I need light to emanate from one source and shoot out far. Please give us some word on whether this is in the cards, Roblox Staff. This one singular limit is probably one of the biggest obstacles to people being able to properly utilize Future Is Bright in a performant and simple way.
Yep. This should’ve been noticed by now, but still no message from staff.
What is even more frustrating is that they removed the limit in the early versions of the FIB beta.
Why would they remove something only to add it back again? It doesn’t make any sense to me, what devices are they trying to support that cant handle a light range above 60?(if its even a performance issue in the first place) This has been a problem for far too long and its about time they fix it.
In addition to it being dreadfully hard to get a spotlight to reach the floor, you can’t rely on lighting chunks to update so players can see the full impact of those lights in rooms with a lot of verticality anyway. Shadows get cut off embarrassingly close to the player and never render any further over time spent looking in that direction. We need improvements across the board to lighting chunk updates with respect to distance.
This needs to happen soon. Car lights and many others serve no purpose and makes it a PITA to set up. Example with car racing, racing through a dark track at night (where you kind of need to see the corners), makes it so that it is infinitely harder to do with the range capped at 60.
I made one of the most popular light plugins for A-Chassis and still am pained by the 60 range cap.
The voxels used for lighting are 4x4x4. This isn’t easily fixed unless Roblox were to change the size of the voxel grid to something lower.
To add on to the poor range, lights do not follow the inverse square law. if it were to be added lights would become a whole lot more realistic, sounds have that property so why cant lights? It is honestly unbelievable that the devs really care that little that they let problems like this just sit for years, its a joke.
yeah i also hate the way light falloff is implemented, this is due to old lighting having no falloff too so…
And yeah I’d still like to have custom light falloff if Roblox ever notices this posts and removes light range.
I know right?
You’d think Roblox, with it’s “Powering Imagination” slogan would see this as a common sense change, but oh no, of course not.
“Powering Imagination”" is just ironic for lighting, since currently for lights, it’s “Powering Limitations”. And I have no idea how is this ignored by staff.
Here is what I mean by this
Lights should more closely resemble the light on the left. Currently, we are stuck with the one on the right
(for anyone who is curious, the light on the left is constructed of 7 point lights at varying ranges and brightness.)
You need high design imagination if you want to pull off cool lighting (such as @dallasparade did) using beams and Attachments, but hell, the cap limit is useless. Please remove it! It’s our decision if we want the performance to be bad or good. With enough time, I can make a user’s device explode.
Hey Roblox! When will anyone pay attention to this?
I opened a similar topic today: Increase the maximum range (distance) of a light
But I wouldn’t want to spend time creating an ugly workaround if it could easily be fixed by you guys!
It’s probably some version of the XBOX/UWP app that they attempted to support with this limit.
But ruin the experience of Developers and players alike by capping it at a ridiculously low amount. Great compromise, really.
I think these are valid enough examples why we need lighting range to be increased. Not only having a lot of light sources just to illuminate most of the area is annoying, but it wastes a lot of performance because lots of light sources = lag.
Not to mention the performance on shadowed lights is terrible in general, especially for lower end PC’s / laptops (like the one I’m using right now)
It actually kind of is. The intense math that engineers what have to do to calculate range and the brightness at higher range is actually stupid hard.