thats not my point here. my point is that it took them WAY to long for them to just double the light range limit. yes, its really hard for them to do due to their lighting engine limitations as they’ve mentioned before, but from an engineering standpoint when actually developing the lighting engine, wouldn’t that be a little worrying to begin with? wouldn’t the harsh limitation be something you would wanna fix or increase?
they dug this hole themselves by just slapping the 60 stud range limit in the beginning. this issue was addressed to them back in late 2017, nearly two years before they even added ShadowMap, and almost three years before they added Future lighting. you see what im saying here? they’ve simply ignored us and this limitation entirely, and instead they just kept digging this hole deeper themselves.
i dont wanna disrespect the roblox engineers in anyway whatsoever, i have a lot of respect for what they do and the graphical progress they’ve done to roblox over the years since i joined, but my point simply stands in the fact that this should’ve been a priority of theirs when they were developing the now current lighting technologies, ShadowMap and Future.