Increase Range Limit of Lights

Please roblox, this is definitely up there with one of the most requested features.

Inside of my game, I have to do ugly work arounds to get lights to fill large areas. Having such a small limit makes working with lights extremely annoying and to be honest pathetic. Having the limit increased to at least 250 (or more) would be so much better. This would be a great feature for 2023!

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There might be compatibility issues if this is added.

Some code sets the range of lights to be math.huge but they mean 60. Though, I do hope an opt-in is eventually created.

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Not sure why but Roblox is far more laggy than Unreal Engine at higher levels of detail. Roblox can simply solve shadow optimisation by just lowering the resolution at long distances instead of making them disappear.

I’ve had problems with shadows emitting on objects I don’t want it to, a solution would be to add a system similar to collision groups.

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They do do this though. Also, it could just be the 32bit client. The new, 64bit client feels wayyy faster and more than doubled my FPS! Normally in Studio I can go complete ham on Future, shadow-casting lights, only to play it on the client and have it slow to a 2 FPS crawl.

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Roblox can simply solve shadow optimisation by just lowering the resolution at long distances instead of making them disappear.

Ah, shadow cascades. This is used by game engines such as Unity, and helps with perspective aliasing.
image

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Can’t believe ROBLOX hasn’t done anything about this after nearly 6 years of this post being up, would love to be able to fill entire rooms with light easily without having to change the ambient itself. Very tiring to place 400 lights in a room.

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Indeed. It gets even worse when you’re lighting up something and suddenly you realise the roof is too high for light source to reach the bottom. I’m just waiting for any other transparency about increased light ranges. Roblox staff responded, but nothing followed up after really.

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The maximum range of lights is incredibly limiting when it comes to creating anything indoors. This feature request has sat on the forums for SIX years. Has nothing changed in six years? —actually more than six years since this limit was set when lights were added. This is one of the most limiting factors of creating a game in roblox and makes certain builds that could be easily done in other engines 100% impossible in roblox.

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I agree, as someone who works with art style and graphics I wanna have the abillity to create a custom sun or different scene lights to create more stunning renders, I hope Roblox is removing the 60 max clamp

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Cmon, Roblox, everyone wants this feature. On the device I’m using to write this, which is a phone, I cant play roblox on minimum graphics over 15fps. Not even adopt me. What’s a little light range gonna do to me?

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I am currently working on a vehicle lights system and am severely restricted by the TINY Range limit of 60 studs. Currently, I’m incorporating low-beam and high-beam headlights, and with a max range of 60 studs, headlights, no matter the brightness, are essentially worthless in my game because players will be driving at high speed.

I am begging Roblox to raise the limit on Range. I have no idea how 5+ years later this hasn’t been raised.

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Roblox probably thinks every device will explode if they meet a Light with 60.1+ range.

Please, please remove the limit!

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ugh just sharing this as another rant aswell as another example that we need increased light range limit
i wanna insert a spotlight into my light but its too tall and it barely illuminates anything. And the only dumb solution to do is to use point light below the light source that illuminates surroundings, and that works.

Also it’s been 5 months, and there is still silence regarding it. It’s also not even mentioned in the roadmap at all. Starting to believe this was just an empty message to calm us down.

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besides the small range of lights, does anyone notice the ugly ring that comes with point lights and spotlights? Near end of light sources you can see an ugly and rough outline and it’s kinda noticable

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Yeah that’s because the attenuation doesn’t exist aswell. We’re in ancient times still.

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This is one of the things that annoys me the most, I have to use multiple lights just to emulate (not very well) what it looks like.

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Roblox, come on! This is a good feature! If it worked fine in FIB then it should work fine in game!

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from my POV, this long-standing limitation that’s definetely overdue for change becomes most apparent in games where you move at high speeds, such as driving games.

here’s a video of me in ultimate driving with the headlights on, which i think have 60 studs of range when it should be, like, 5 times that number:

pay attention to the bridge at just 0:18 and the sign at 0:48
@Eniiqz mentioned this limitation earlier, and i hope this footage helps visualize how short 60 studs is at high speeds

i could also go over other problems shown in the video such as the limited render distance for lights and the smooth terrain grass glitching out at high speeds but ig this is not the right topic for those

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With the Vulkan engine/Future Lighting finally coming to Android, there is no reason to not up the limit to at least 2048.
Each year phones become more and more powerful, mobile is no longer an excuse. In this thread we have demonstrated that the FIB tests worked, using Cheat Engine to up the limit doesn’t impact performance, and 64bit devices being the new standard for Roblox players.
There is genuinely no reason for this limit to exist as soon as Future Lighting for Android is added.

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Yeah, no genuine reason really. Poor shadows resolution? I’ll take it. I just want to illuminate everything without taking shadows into account.

I maxed out cubesize for shadows in Blender EEVEE and here is comparison between few distances from cube to point light

20m

100m
blender_DWfMt

300m

Roblox should honestly accept the fact shadows lose resolution with greater distances, it’s a completely normal thing with real-time lighting, and we have shadow softening anyway.
And I don’t know what are they planning to increase the range. What, increase cube size of shadow maps the futher the light illuminates? Could work, but we know how unoptimized shadows are, especially on future lighting.

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