Increase Range Limit of Lights

When are we actually getting this? It’s been 5 6 years

6 Likes

bump, why haven’t you removed the cap already, what are yall doing

9 Likes

bump, smh roblox its been 6 years, cant you guys just update the cap to 800 studs for future lighting and making the realistic lighting falloff an optional feature that can be toggled with a check box like this one?
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like come on, i’m trying to work on something and the amount of lights i need is ridiculous, when i could have just 1 and my computer wouldn’t suffer as much


come on roblox, it can’t be impossibly difficult to implement a single number change.

11 Likes

The 60 limit CAP is way to little now, how are we gonna create immersive games if the light is capped at 60…

7 Likes

Bump, GIVE US THIS NOW. I don’t see why you would make us wait 6-7 years + hundreds if not thousands complaining about this to still give us nothing. Most useful feature everyone seems to want.

13 Likes

We still very much need this. The light range limit is next to impossible to work with on games with larger play areas and or faster movement speeds.
This also counts for the light render distance. It is sometimes very noticeable that lights do not render fully when they are too far away. This is intentional due to performance reasons I’d imagine. An increasing amount of games however are catering to higher end users and want to make full use of the lighting without these limits.

8 Likes

i don’t think there should even be a cap, it should just give you a warning if you go past it telling you it may not be optimized past that point… like any game engine should

14 Likes

Bump. This is seriously needed. And during the phase where the limit was removed, I set the range to be super huge and i did not see any lag or stuff like that at all. Would also allow me to make more realistic lightning flashes because the light is actually coming from a source in the world and not the entire sky as the light source.

5 Likes

As a driving game developer, the maximum light range of lights should be increased.
The maximum range is so low that I’m unable to create high-mast lighting without the shadow resolution getting cut by half.

5 Likes

Controlling lag should be a decision left up to the developer. We can cause lag from spawning thousands of parts or loading in high poly models just as easily.

We could code in our own solutions for getting performance up to par on mobile.

If you want to restrict the length for the average player so that games with laggy lights are not common, simply make it so that the max length can be set to whatever through code, but not in studio.

I have a feeling at this point it isn’t about lag, though - seems like if it’s been this long, it must somehow be an engine restriction or something along those lines.

Regardless, it would be worth it. Please hear us out, and make the change!

6 Likes

it sorta is. There’s an FFlag to increase light range from 60 to 240. Sounds good when you use future lighting, but switching to Voxel produces undesirable results due to ancient implementation of Voxel lighting (time flies fast)


My old CPU been stressing over trying to render large voxel lighting before (yes im for real. when all lights disabled, that stress was gone). Future lighting is GPU-based so there’s none of this jank with laggy lightmap. Very likely they’ll increase range once they address the pain points of Voxel’s ancient architecture.
I just hope it won’t take so long that it gets released only by 2025.

19 Likes

Bump. This needs to be added. This would save hours of spamming ctrl+d. I understand it couldnt be as simple as turning up a value, but at least put this on higher priority.

7 Likes

doesn’t even have to be global, it can be just for the future lighting setting!
can’t be that laggy

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What is the name of the FFlag?

1 Like

ExtendedLightRanges2 is the name of the FFlag. It should increase it to 240.

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Hello, Is there any update you can give us on this? (Even if it’s just a “We have it on our roadmap”) its been 7ish years since this topic was made and it is severely needed especially since future lighting came out a few years back. Currently the only method to get a “longer” light range is if we use more than 1 light source which does have performance impacts. Even if y’all have absolutely 0 plans to give us this change I still think we deserve some type of transparency…

8 Likes

I can confirm it works. Do you think roblox will ever enable this?

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bump, but no not anytime soon, its completely broken

1 Like

no it works fine. There are minor lighting flickering glitches though.

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it isn’t working fine for me? enabling it for me causes a whole bunch of weird stuff to happen

1 Like