Increase Range Limit of Lights

just sharing the state, and quality of Bedrock shaders

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The reason it looks like plastic is because RTX uses PBR materials, with RTX enabled the blocks probably have very basic PBR materials with incorrect roughness, specular and metallic values. Resulting in a plastic like look.

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Bumping this again because it still limits me, and it’s getting irritating.

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Bumping this again because I can’t even create realistic headlights for my cars. You can even lower shadow resolution at a distance because I’m not even going to acknowledge it from how far I am from the end.

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also bumping this because this issue is ridiculous, the people in here saying its because outdated mobile devices cant run it is crazy since you can exclude mobile players from even playing a game if you want to so why limit devs even after that?

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Exactly, if it causes issues with them being unclamped on lower end devices, you could simply implement a fix for said devices or graphics APIs. We need the accessibility and scalability for the engine in our hands, and not have it be hardcoded in their C++ code.

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I am honestly stunned about the sheer amount of uneducated numb-nuts here who honestly believe that keeping an arbitrary limitation in place somehow benefits some narrative that was blown out of proportion (Mobile).

If you have no idea how CPUs and GPUs work or why mobile is even excluded to begin with. Don’t advocate to gate-keep features that benefits all of us unless you have a firm grasp of what you’re trying to prevent.

This limitation only serves to make people keep doing bad practices (as it is their only solution) which makes the talk of “because of performance” far more egregious. As people could just spam multiple point lights which is completely absurd that this is somehow considered acceptable but not the arbitrary limit?

Full Support.

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Again and again! I see this and still no talk from roblox. I fully stand by this!

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they did respond that theyre aware of the light limitations and it is assumingly on their radar as they said, but yet no update really on this post. this thread revived later after a response because nothing was done really after.

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Uhh, The latest bedrock preview has Non-RTX shaders now.

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I love how we talking about how doubling the range limit wouldn’t affect performance
ROBLOX wouldn’t even add things like AUTO-EXPOSURE/EYE ADAPTION, I don’t understand why things like this are too much to ask

FiB have been through strange decisions, they’ve disabled it for mobile and is only accessible through other devices, yet they never want to expand the graphical fidelity beyond FiB

Knowing about the 2015 Hack Week next-generations voxel lighting was the last straw for me

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Because its not Roblox’s decision to what developers want to do with their games, lighting can already be jailbroken using exploits and those people have not reported any performance decrease. Powering imagination? More like endorsing limitation because mobile players play adopt me, here’s a picture of my game:



My game is well optimise using scripts and lights that have a range above 10 will be counted from “Closest to player vehicle” and only 10 lights will be drawn at one time unless headlights are on to which the limit is increased to 12, I don’t see why increasing limit from 60 to maybe 256.

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Again here! I am just here to say that increasing light’s range limit would come in hand for me and for a lot of people. I’ve already seen a lot of complaints about that and I don’t know changing a DAM number would cost a lot of time to the team. So please, we need a hugest number for the light’s range!

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im no judge but you can check the response to my concerns in AMA here
make your own summaries if you want. personally i feel like this suggestion will go nowhere, same as with many others regarding blending or just post-processing limitations in overall.

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It has to go somewhere because this limit is well… limiting us…

They always say they power imagination, but instead they completely disregard anyone that imagines anything even remotely has an exciting idea or project with limits like these.

:man_shrugging:

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Any updates so far?

It’s been dead silent, as always.

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Roblox is an engine now. It should be up to the developers of a game to optimize it for the players they want, not to have the whole engine be forever weakened to accommodate for everyone. Roblox could really be a powerful competitor in the game engine market but it’s arbitrary limits hold it back. (Alongside other questionable decisions.)

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I’m interested in seeing many of the responses to this topic become features in Roblox. The light range limitation is a huge issue in many games and fixing it would drastically improve their appearance. I’m not sure why Roblox hasn’t paid attention to this issue, maybe because of performance or something, but it’s a basic necessity in plenty of games and severely limits their size simply due to the lights. I’m also very interested in seeing lighting becoming improved on Roblox, such as light leakage reduction and better control over shadow softness and such.

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If you remember how I asked for the VFX restrictions like light range and other stuff like that, I never received a proper answer other than “GPU-based rendering”.

This is the only legitimate answer to light range concern: Dragger QoL Improvements [Beta] - #32 by tnavarts

bitdancer and tnavarts feel like the only transparent roblox engineers to me, which is why i like them. both engage in some topics and interact with community the most. bitdancer is engaging with community anti-cheat wise while tnavarts feature request wise.

So yeah. There’s some confirmation that they’re working on doing something about it. Pretty sure that’ll come WITH GPU-based rendering. Voxel lighting easily bottlenecks my i5-3570K, so i can see the reason behind it.

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We really need this. And if they say it’s bad for performance, is this bad for performance.

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