This is a must, this would be very much appreciated by the community.
Will this ever be made scriptable?
Will we, by chance get any native support global illumination (or in-direct lighting)?
that would be sooo good not gonna lie, we did have it for a while but they reverted it. may it come back!
Global illumination is something that you can essentially forget about (at least in realtime on DX11, not to mention how will mobile even work ).
The closest realtime GI approach you could have is SSGI, which really isn’t that great at all.
Indirect lighting methods like UE5’s lumen require graphics API’s like DX12.
Now, the one logical option is pre-calculated static lighting, but Roblox has previously shown that they aren’t a big fan of stationary baked lighting and would rather prefer dynamic lighting only.
With the introduction of Unified lighting, are there also plans to extend the distance for PBR material rendering? I outlined this limitation in this topic where per-pixel shading stops at around 600 studs. It would be nice to see this limit increased or done away with entirely.
does this finally mean proper customisable cubemaps like in the source engine?
I have a request!
What if we could control the Lighting Style per Light Source rather than a Global Setting? Maybe it could be called “Mixed” style?
The idea is that we could control PER LIGHT SOURCE if a Light is Voxel/Soft or Future/Realistic. This could allow for massive performance savings and allow greater control of our Lighting. For example, Voxel/Soft could be used as a light to fill in a large area and Future could be used only on important Light Sources in that Room.
Just to be ultra clear! This is meant for PER EACH LIGHT SOURCE IN THE GAME. As in one light source could be set to be Voxel and the other being Future. Having it so we aren’t limited by a Global Setting.
This is a feature I’ve wanted for YEARS and would help the Roblox community as a whole. Please add this!
(P.S. - Sorry for writing the request here but I’m currently unable to make topics… also if anything needs clearing up let me know because I know sometimes I can be a bit confusing or unclear when explaining things.)
Well, I see the engineers at Roblox have been busy. How long have we been requesting better lighting.? Especially increased lighting range? At the risk of going off-topic, it would be nice to get discrete graphics options on the client to better control graphics settings to one’s preferences, including settings for lighting that control this functionality that the announcement talks about.
However, this is a much welcome change that has been long overdue so I’ll take it.
i’m crying they legit just fixed all my issues with the lighting engine i love everyone who worked on this
Will we be able to change the lighting settings using in-game scripts? It’d be really nice for allowing even more granular options for graphics settings in our games
I like the loos of this update, however, are there any plans to increase the resolution of shadows?
Sunlight looks currently so horrible. Would love to see something happening to this… because I really don’t like the current shadow quality lol.
Here’s the difference between sunlight and dynamic lightning
(sunlight)
(dynamic lightning)
(and here’s softened shadows…)
I love this a lot and I don’t love it a bit. I would recommend doing what I put in below for us devs who are more used to how the Lighting settings looked in the past. Here is my suggestion via an image;
This would make sense for us developers who are more used to the current way the settings look that is shown here. Aside from this, I love this! Especially because I love to mess around with lighting in my games a lot and push the limits with lighting whenever I can.
Now it’s like before 2019
I’m working on one game right now and later in parallel to make a game with roblox 2016-2019 atmosphere… Hopefully this will help to make the atmosphere as it was then, not make the opposite. (I’ve had that game in my plans for over a year now)
Nice, give us anime lighting next
I have noticed that unified lighting does take quite a bit longer to load.
Starting a game in studio often causes lighting to take a solid 5 seconds to load in,
even on my workstation computer which is powerful enough to run every game on ultra.
There seems to be more overhead or “start-up lag” with the new lighting.
Is this on a Windows machine by any chance?
It is on Windows indeed, I also have Direct3D11 selected as the graphics backend.
Not sure if that makes a difference but it’s just been the default for a while since it runs most stable.
There’s an incoming fix coming with the next engine build for speeding up Dx11 placefile startup in general. Would want to clarify if you meant something else seems slower though?