Indoor Dynamic Environment Maps Beta

Roblox Studio is SLOWLY turning into Unreal Engine 5

I wish :sweat_smile: real time raytracing would be really cool but almost no-one would be able to use it

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The problem is it gives developers less control over reflections, all we can do is play around with the workspace geometry until it finally works.
This system is automatic & doesnt give developers enough credit & can help limit people learning on the platform.
Other game development engines provide user placeable environment maps, yes even the dreaded hammer editor.
I understand why roblox did it, if they can reduce enviorenment maps the more space they save on their servers. Its the same reason roblox uses the outdated 1024 x 1024 asset resolution despite games from a decade ago having higher resolutions. Even 1280 x 720 pushes the limits of 1024 x 1024 because of the horizontal axis.

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It would have uses for developers, content creators, experience trailers & user screenshots.
It would be the cutting edge for sure and very little could use it but it gives the platform something to work towards mimicking in graphical fidelity, eventually leading to graphics improvements for the average user.

I would love to use it, but sadly I don’t think the roblox engine would be able to run it. Now, I’m not talking about computers, several people have good enough computers to run it.

Obviously, it would require significant updates to the engine and client software, as well as the support of modern hardware with ray tracing capabilities (such as compatible graphics cards).

But I completly agree that is would benefit roblox developers as a whole.

Can we get these indoor dynamic environment probes to reflect what is around the “CameraSubject” instead of the camera position itself? It’s really annoying how something can reflect itself.

Disable these environment cubemaps from reflecting Camera.CameraSubject.Parent:GetDescendants() and then this will be useable in outside environments as well.

Further more, allow developers to configure these EnvMaps such as Update Rate, Fade Transition, Blur / Resolution and Objects Allowed To Reflect. But I’d still prefer these to be useable outside as well as indoors.

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Why not add Global illumination? Games don’t look too accurate to real world without it. It’d mean a lot as my game depends on indirect light, even minimal variant of Gi.

Well, it doesn’t have to be full on raytracing or path tracing. For Roblox to turn to UE5, they’d need to add in Global illumination, atleast minimal variant of it. This’d open customizability to devs.

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Ive seen that godot has released their Global Illumination implementation that runs on old devices well called “HDDAGI”, are there any plans for roblox to look into adding something similar since there are now production ready methods to support global illumination on lower end devices?

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I am in support of this as well. Between jagged edges, low shadow draw distance, and no global illumination, there is not much else in the way of making games look photorealistic. Except maybe a 50k mesh limit, since someone could easily import 100 separate 10x tris models.

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This was much better when it was in beta. Why did you have to nerf it to oblivion?

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I feel that this is an extremely arbitrary constraint that I could only see a small percentage of investors actually caring about. If adding non-physical instances is a benefit to your developers, maybe even allowing for more “creativity” (which I know roblox is always aiming for), then I don’t see how its rational to hold back for the sole reason: “there is no such thing as a lighting probe in the real world”. I’m fairly certain no one actually cares about this design direction. This isn’t only “inconvenient”, it’s quite illogical and I wish the people at roblox would stop prioritizing gimmicks over developer QoL

What especially frustrates me is the line:

Why are we being forced to miss out on these innovations, when it’s clearly roblox’s job to deliver the best version of this engine they can? If it was a technical limitation, I’d be a lot more content with this decision, but I don’t even think thats the issue here, or else they’d just tell us.

This honestly feels more like an excuse to not add nuance to your engine, cmon roblox, seriously?

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Do you know what else isn’t in the “real world”?

Scripts, Gui, Selection boxes, literally 99% of Roblox???

Internal objects like StringValues?

This is sad and shameful.

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The absolute adamancy to add things that just about every other engine has out there because of realism concerns is why this engine will continue to be severely limited. Most games on roblox aren’t aiming for realism, they’re low poly and pastel colored, loaded with fictional concepts that would never be possible in the real world. How can one be oblivious to the majority of developers?

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I disagree. Roblox is a platform to host many types and genres of games. You may play low poly games but the engine should be capable of many other styles. How does adding features limit the capabilities of roblox?

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I think you might have misread my post. The roblox engine is lacking many features that other engines have. We still don’t have global illumination, custom shaders, lighting range that goes past such an arbitrary limit, occlusion culling, etc.

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I did misread it, my bad. You’re blue by the way.

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The fact that Roblox cares about implementing things in a realistic way is what makes it resilient to future changes, and will allow it to continue being competitive in the market. Investors in Roblox see this vision too.

Roblox never wants to deprecate a feature. They always want every game to run on the latest version of the Roblox engine; as they make the engine better, all games rise with it. This doesn’t always happen in practice, but this is Roblox engine’s greatest strength.

Someday, when enough devices support it, Roblox will support raytracing and lighting will be solved.

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It’s useless, what we need is Screen Space Reflection and (PLEASE FOR THE LOVE OF GOD ADD SCREEN SPACE REFRACTION TO PBR :sob: :sob: :sob: :sob:)

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The fact that Roblox cares about implementing things in a realistic way is what makes it resilient to future changes, and will allow it to continue being competitive in the market. Investors in Roblox see this vision too.

I don’t see how restricting the one thing that could’ve made this feature huge makes the engine more resilient, I feel as if that’s once again, just another excuse

Not a single investor would feel negative toward the addition of custom lighting probes, why would they? We can’t rely on a silly gimmick roblox has placed on us, what we need is good developer tools, features that actually innovate

Roblox never wants to deprecate a feature. They always want every game to run on the latest version of the Roblox engine; as they make the engine better, all games rise with it. This doesn’t always happen in practice, but this is Roblox engine’s greatest strength.

They hesitate to deprecate features because many games already integrate them into their core scripts. There’s unfortunately no motivating, PR positive explanation for this other than the simple reality

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