Is it planned to allow developers to remove ALL ambient occlusion, no matter the graphics settings? It’s needed for toon-like games, or scenarios where we need 3d objects to look 2d
It means if you want to replicate how ShadowMap lighting previously looked, you set LightingStyle=Soft
and PrioritizeLightingQuality=true
. Currently there seems to be an issue where the default LightingStyle
is Realistic
which is what seems to be happening in your place.
“Unified” lighting means that the ability to select a specific lighting technology is being replaced with these two new properties. Certain lighting settings are being decoupled from technology, giving you more control over lighting and making it easier for Roblox to add additional features and performance enhancements.
Funny enough it was an unrelated change that was made on the same day:
I don’t think you understand just how long I’ve wanted falloff control!
Thank you Roblox! (yes I know it’s not out yet, but still, I’ve waited so long)
Global Illumination is something they’ll plan to work on in the future
Whew, that’s quite the visual bug!
I’ve got a approximately 124 lights in this entire house for information.
There is a second floor and a basement, and one of the light fixtures has 4 lights, 2 Spot, 2 Point.
Hope this helps at all for the future of Unified lighting!
SurfaceLight Angle = 0 In a short distance ahead, the light can no longer be seen.
In fact, Angle = 1 is fine. It seems there is no difference. But I found that.
I don’t see a difference in the Future Lighting vs Unified Lighting.
Also, literally… Wdym by increased range? Nothing changed (mb i read that wrong, itll come in the next update)
since we are talking about increasing light range, just give us no limits man
for example, i want to remake the 1000-THR ‘Earthmover’ from Ultrakill. He has a big beam that shines light. The earthmover is massive, like 1500+ studs. Do you think a range of 60 on a light source for him would be enough??? (answer: NOT AT ALL)
I think you misunderstand a little bit.
TLDR: Unified is NOT a new technology, it is backend things to make lighting behave better.
Unified lighting is not supposed to be a new lighting technology, it will remain almost identical to Future, ShadowMap, and Voxel (depending on what values you set)
What is different is being able to see shadows and lights further when prioritized, but it visually won’t change anything enough to see a difference, it’s the backend changes, like better performance, better support between high and low end devices, and backwards compatibility.
(Also don’t forget, it’s still a beta feature)
True, there are ways to temporarily fix this yourself though, you could scale the walls a bit further, or the roof, or both. OR! A trick some people do is add a big block with Cast Shadows over the top of the building.
What’s the difference between realistic and future?
i don’t see one
Please give us complete control of shadow draw distance! Not being able to control this greatly reduces the visual fidelity of my projects, especially large maps or scaled up models. I’d like to have at least a shadow draw distance of a couple thousand studs. I understand them reducing quality beyond a set distance but currently they just cut out and it is really ugly looking.
I asked the same thing, here, I hope this helps!
Oooh
New debug interface style
Sadly, I don’t believe this will happen:
https://devforum.roblox.com/t/should-roblox-allow-hardware-acceleration-for-local-scripts/2933686/11
Personally, I liked the old one. The pastel colors are a little bit harder to see, but I like the new font!
I’ve noticed that a side-effect of Unified lighting is that the range at which the engine renders lights in “future quality” is significantly less than what it is with the future technology.
Here’s some videos to demonstrate this difference:
Studio Beta Off / Future Technology:
Studio Beta On / Realistic & Prioritize On:
Studio Beta On / Realistic & Prioritize Off:
Here are some of my thoughts on this range decrease.
Given that with PrioritizeLightingQuality Enabled means that lighting is crucially important, I feel that this range decrease is quite severe in comparison with the standard Future technology
Also, I feel it’s pretty clear that this isn’t the same perceptible visual quality.
In regards to the shorter shading distance from PrioritizeLightingQuality set to Disabled I feel that that should still be the case, but if PrioritizeLightingQuality is set to Enabled then it should result in lighting that has the same range as future technology, and if not it should be much closer at least.
Will we ever be able to change the lighting style dynamically through scripts soon, through this unified lighting engine?