Let There Be (Unified) Light! Unified Lighting Enters Studio Beta

There is no way… I’m going to LOVE this a lot.

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it is. roblox finally seems to be stepping up their game with regards to their lighting engine… looks super optimized as well

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I am currently having issues getting the beta enabled (probably due to me having 2 studio clients open working on multiple things at once…) will try restarting my PC and updating.

Update: Restarted my PC, tried enabling, after restarting studio it just, disappears?

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YES YES YES FINALLY, I WAS WAITING FOR THE DAY UNIFIED LIGHTING WOULD BE OUT. (as a studio beta ofc)

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Me too, it didn’t let me enable it and now it just disappeared… I’m gonna try to do it on a template like the baseplate instead, also gonna restart if needed… One moment. (edit: works now!)

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This looks amazing!! super stoked that developers finally have some say in what gets prioritized in terms of rendering-time. I know some experiences that heavily rely on shadows and objects being darkened being exploited by players that intentionally set their graphics level to Low, which would give them an unfair advantage in seeing more of the map. I’ve briefly tuned in on the talks about Roblox’s plans to dynamically change the budget across the whole engine based on the device specifications, and this definitely seems related to that :smile:

I would like to ask though, given that you’re unifying these different lighting modes, I’d really love to ask: would the lack of ambient occlusion in Future lighting (now Realistic) be fixed, or become available for us to modify? Some of our maps look very jarring with Future lighting due to the minimal ambient occlusion present, however ShadowMap technology doesn’t suit our needs either. I’ve made a bug report post on this back in October of 2024, though this has been prevalent for a long while now: Ambient Occlussion is barely visible in Future lighting

Here’s how our game’s lobby looks with Future and ShadowMap respectively, as an example:



it is hard to spot a difference from just images, but the lack of ambient occlusion makes it a bit disappointing; however, switching to ShadowMap is an even worse trade-off.

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it feels like apple has just took over the development team
breaking changes here there and everywhere but holy hell they’re cooking some insane updates

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It would still be nice to have prebaked lighting grids so my train tunnels dont look bright when they should be dark.

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Will this mean you open up the ability to change the lighting technology in a game / server using server scripts?? :eyes:

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This is so wild. I waited for this for now 2 years. Two years to finally get beautiful and flexible graphics.

I’ll be using this as soon as it goes out of beta, for sure. Anyway, thanks for the bunch of good updates we get now. A good way to celebrate a (20 + 25)^2 year, lol.

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Alright, welp, turns out, range is still limited to 60. Welp. :smiling_face_with_tear:

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Glad to see that Roblox does not stand still and finally decided to fix the lighting in the games and strange rendering of shadows in the distance )

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I might enjoy to say, you just highlighted an interesting thing with this.

The light range being limited to 60 is quite a thing I’m also disappointed of. I am sure Roblox would be capable of offering a better range. But let’s HOPE we get this changed in this new, exciting update. :coefficients:

A good situation where a higher range than 60 would be useful is for cars, every big light pointers like spotlights, and etc…

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I LOVE to see some nice updates to lighting. About time Roblox gets some upgrades to its lighting.

YESS!! YES!!! I’ve been waiting for an update to this specifically for years and I cannot wait for it to finally arrive soon, ESPECIALLY the light falloff.

I cannot wait for the full release all of these updates!

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I definitely agree with the new range of control!!! Although now I am over here PRAYING that

not working is just a studio bug and we’ll get a post saying “hey, try it now”!

…Or I am just on a lot of copium and it’s referring to the lights disappearing at a long distance (which, hey, still a plus!)

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I’m pretty sure it’s what we all think it is, but a lot of people including myself missed the “This new system also sets the stage for future lighting enhancements. Here’s what we’re working on next:” directly above it, it seems

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I presume that:

Illuminate larger areas

Means that light ranges will actually be increased. I’m hopeful.

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please bless us with volumetric lighting this year

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I hope there will be an emphasis on preserving lighting between graphics settings, because currently lighting can become drastically different depending on the player’s device.

(Graphics Level 10)

(Graphics Level 1)

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THANK. YOU. :pray:

These can’t come soon enough.
No more lights with a bunch of attachments so they reach the floor. No more decreasing the size of open spaces to avoid the pain of lighting them. On top of that, a solution to the extremely noticeable light falloff that’s plagued me for years… it’s like a dream.

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