I really get why this is still in beta
RTX is very good at mirrors,since every surface is ray traced meaning it got very good reflections, but at the cost of a lot of performance. But If you want mirrors in roblox you gonna need a ray cast method to show reflections in a custom gui using parrallel lua.
It only works if there is no light outside, so basically time of day 0
At this point, the feature should be a alpha.
Eh, they’ll figure it out. Remember the skinned mesh disaster? Well they are actually pretty usable now.
How did you do that? Looks amazing
Looks pretty cool! I am looking forward to this update. I think we should be able to manually do this though.
Sometimes it doesn’t work, like in the Western template.
RTX Means Ray Tracing and Path Tracing.
We might support outdoors in the future. TBD.
The goal of this feature is to provide better global illumination for indoor environment. It affects all objects, not only smooth objects. The quality of the reflection is not a key point. Increasing resolution will have more performance impact. It can’t be real time because most devices are not fast enough.
I think you have to use PBR to get it working, I’ll test it right now.
How do you do that looks so cool
All I did was turn specular in lighting to 1, and place a ball with reflections set to 1. It seems like it is a bit buggy though, because it isn’t working for some people.
It’s a good start. The maps are still relatively low quality, especially when using it on larger parts. I will stick to using the old tricks for now.
New tech (not PBR, will try soon):
Old tech (old tricks to fake reflections):
I definitely agree with posters before that there should be an option to set where the cubemap is being rendered from, because as you can see in the first picture it doesn’t appear to be rendering from where the part is. It’s a good start.
It doesn’t work for me
Yeah it took me a while to get it to work too, but I just loaded in the Castle template, set lighting to future, set specular to 1, and placed in a ball with maximum reflectiveness. It seems to work fine, especially with this template.
As we can clearly see, the automated system is f l a w l e s s and results in p e r f e c t results. No need for developer intervention.
All of this could have been avoided by using screen space effects. I’d rather have a portion of shadows missing than jumping around like a child in an elevator.
Agreed. SSR produces better looking results in my opinion, with the tradeoff being that unrendered objects don’t appear in the reflection.
I’d rather have the better visual quality, to be honest. At the very least, Roblox should give us the option to choose between the two on a per-level basis. Some will look better with SSR, some better with the environment maps.