Increase Range Limit of Lights

how do you open that up, when I try I just get stuck tryna log in

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How did you get the old version of studio?

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:sun_with_face:

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now im just stuck at the login screen :sweat_smile::sweat_smile::sweat_smile:

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You can either try to patch them using x64dbg/IDA to work, or use older versions that worked without a sign-in.

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I do have x64dbg and IDA but i feel like it would be hell trying to patch the studio, especially with all the possible errors that could happen. is that what you did?

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For more modern versions yeah, you can use v13 from the github, that one doesn’t require logins.

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it had to be the 𝒹𝑜𝑒𝓈𝓃𝓉 𝓇𝓊𝓃 𝑜𝓃 𝓁𝑜𝓌 𝑒𝓃𝒹 𝒹𝑒𝓋𝒾𝒸𝑒𝓈 bullsheesh

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yeah true, they really should give us control over how crappy our games run on worse devices. not adding features, because the worst supported device wouldn’t handle it, holds back the overall progression of roblox in general.
additionally, reducing graphics all the way pretty much disables lighting effects, so it really shouldn’t be a huge issue in the first place

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feels like this is never gonna happen

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i started learning studio in 2019, and in 2019, i learned that the range limit of lights was 60 studs
it has been now over five years later since i figured that out and the range limit is STILL 60 studs :skull:
considering also how future lighting got added (and has recently been added for android) i think it times for roblox to finally increase the range limit of lights, if not just remove the limit. its been far too long

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If this issue was being ignored, then how come there is a fast flag for extended light ranges?
image

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On the recent developer survey (this one :point_down:)

One of the options for ‘critical needs’ is “Extend the maximum range of lights”.

I think we may finally be getting this soon!

Anyway, happy 7th anniversary to this post :joy:

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We finally getting extended lighting range before HL3.

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i said it feels like it wont happen.

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Hi all,

It’s been a while since I last updated you on this, so I’ll try to shed a bit more additional light on the topic (pun intended).

Increased light ranges are still something we’re actively looking at, but there truly are some hard technical limits with some difficult consequences we need to solve, some of which have been alluded to in this thread already.

The first major problem to solve is making longer light ranges work with what we call the Light Grid, which is the underlying system which calculates the lighting for local lights (i.e. everything but the sun/moon) in the Voxel and ShadowMap lighting technologies. In Future we use this as well as for distant lights at lower quality levels.

Without going into too much detail, the limit of 60 studs keeps the memory consumption of the Light Grid to a reasonable limit. Going beyond 60 requires us to use considerably more memory for each light in your workspace, with memory growing considerably relative to the radius of each light. In simple terms: That’s incredibly bad.

The second major problem is visual latency (i.e. lighting “lagging”) in Light Grid. As you might know, lighting in Voxel technology updates in “chunks”, allowing us to not have to recalculate all the lighting every frame, which in turn maintains performance even on very low powered devices. Having larger lights means that more chunks need to be updated when one of those lights moves, which causes a much more noticeable visual delay. You can see some of this already when you quickly move lights of radius 60 around when in Voxel or ShadowMap lighting. Going beyond a radius of 60 makes this much worse!

So to recap, we have definitely not forgotten about this feature request, but it is going to take us a while longer still to make this happen!

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are these limitations going to get at least minimalized with the new light grid?

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That’s the plan, although the introduction of the new light grid will not mean we can just get rid of the existing one, so we still need a solution to make all of this work in the current system.

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Too many Highlights in a game would cause significant lag, so y’all added a limit on how many could render at once. Could the same be done for Lights?

Perhaps allow one or more Lights to be capped to a higher value(100, 120, whatever works), then any other lights with higher ranges would be automatically capped to 60?

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