bump! this would be an INCREDIBLY useful update to the engine that would allow us to add large casting light sources like FLARES into our games! it’s been 7 long years…
Crazy how roblox implement videos ads within games but won’t even bother with making the lighting a non hair ripping experience. Seven years and we got one response from staff well over a year ago. My question about lighting was conveniently ignored in the QA thread. Not a single peep of lighting in the roadmap either. This is ridiculous at this point.
Hi. Just replying so this gets seen.
An increased (or even better, uncapped) range would be extremely useful.
Please implement this.
I totally agree, there’s no reason to clamp it to 60 of all numbers, it’s not even a binary number like 64 or 128, the only downside is shadow resolution BUT that is not actually a flaw, all Roblox has to do is detect shadows’ distance from the origin source and blur the shadows slightly. This masking effect would be effective because light in real life scatters.
roblox prefers to prioritize mobile players over any other device so the likelihood of this ever happening is pretty much 0, if mobile cant have it no one can ¯\ _ (ツ)_/¯
its apparently voxel lighting jank thats happening at light range over 100.
maybe with new voxel grid, we will have this nonsense fixed.
don’t understand why people keep saying “Roblox is prioritizing mobile players!!!11!” for absolutely every single thing.
Yes, Roblox does prioritize mobile. Yes, they have used that reason to not include features for ages. but I don’t think people get that we’re in 2024, mobile has evolved tenfold since only a few years ago – such as with the A15 Bionic chip, for example.
There are situations, many of them, where Roblox do prioritize mobile players to not include features, but a simple range of a light isn’t something performance-related, but rather most likely something engine-related.
Not everything is a mobile issue.
Even today though, companies produce the cheapest devices with low end chips from 5 – 10+ years ago, put them in cheap tablets or whatever, and people buy them. Due to this, performance problems are going to be persistent within Roblox for a lot of mobile players.
That being said though, I do agree that it could just be an engine limitation considering the 60 stud limit has been around since dynamic lights were added to Roblox in mid-2013.
for me there is no limit.
very strange…
Even on mid-range PCs there is still voxel grid jank… What hardware you’re on does not fix that. Also, the light grid could be scaled up on low end devices to solve that but the fact that it is limited shows thait is most likely a engine limitation.
Yes, but in a broader sense of ‘able to play anywhere on any device’ push that has been bubbling for a few years.
Not necessarily favoring one platform over another but locking aspects of mechanics into a ‘lowest common denominator’ state of development to accommodate that push.
It isn’t for the benefit of players or developers as much as it is to maximize monetization to the widest range of paying customers.
If anything, it isn’t mobile that is the priority. It’s monetization.
There really needs to be an experimental features setting, where we can adjust values like this at our own risk. Beta features would work for this but that’s exclusively used for things that are actually being worked on.
I would love to see hack-week features be put into the engine, under the guise that it’s an experimental feature and may break games entirely. Volumetric fog, increased range of lights, curved surface GUIs, etc.
For christ’s sake.
It’s been a few months or even a year I believe since they said “they are working on it”, yet we have seen nothing. At this point I doubt if they are even working on it, or if it is even that hard.
It’s been years how come this is not a feature.
Yeah it’s starting to get old making flashlights that just barely reach the end of average hallways. Or making streetlamps that need lights in invisible parts or attachments just to reach the floor. Or… you get the idea.
I really didn’t think we’d still be so limited coming up on half way through 2024, especially considering that (in all honesty) upping it to 240 doesn’t seem that groundbreaking anyway. Better than nothing though and I’m getting desperate here.
Could we get a rough timeframe as to when we can expect this to be released, or at least a follow-up to the acknowledgement we got because it felt like it went absolutely nowhere?
Bump, this is veryyyyyyyyyy neded
bumpity bump, its 2024 this is crazy.
man this is why people switch platforms, this engine is so unbelievably restrictive and the people defending the multi-billion dollar corporation only lessen the chances of this getting done since it discourages people from actually pressuring them into doing it. the fact that people are even defending these limits at all is beyond me, this ain’t no small community game.
If it was not “that hard”, we’d have it by now. Acting entitled and hoity toity about things you don’t understand is not helping. The reality is that simply cranking it up probably produces inconsistent results across platforms, looks bad, or significantly affects performance. To change it in this case requires significant rework of the way the way multiple lighting technologies work. (See: Increase Range Limit of Lights - #350 by vvv331)
People need to quit complaining about how they want this feature yesterday, and boo hoo mobile performance means we can’t have anything nice, etc. and focus on communicating what they need it for and why they can’t do without it. This is the language Roblox speaks when reading feature requests. If nothing ese, at least that would be more palatable to read.
So you’re telling me it really takes them 6 years to increase the light cap?