I hope we can have these properties be scriptable, itโs nice to have more control over this kind of thing, and I could incorporate it as an option for when realistic lighting isnโt super important.
I would also like to see more options to increase the max range of realistic lighting for maps/areas that are very large.
This is how our canyon terrain texture used to look before this rollout utilising Shadowmap technology.
We go from canyon to play-dough. This new unified lighting very clearly fails to mimic the former technologies that were mentioned in the original post, and I look forward to seeing the improvements made upon this, seeing as it is only in Beta.
This update seems to generally mess with graphics, specifically with soft lighting disabling certain effects like youโre on the lowest graphics level.
Well, the max distance is shorter, resulting in games looking worse than they did before this update in certain scenarios such as a city. Reducing this max detail distance and not allowing developers to adjust to go back the original distance or any control over distances of which things are rendered is sad, annoying and limiting.
Yeahโฆ itโs really sad to see Voxel Lighting go. It was such a defining part of Roblox development for almost a decade. A lot of us grew up making games with it, and now itโs officially deprecatedโfeels like losing a piece of history.
No more of that unique soft shadowing and nostalgic glowโฆ Now itโs all Future Lighting and PBR materials. While progress is good, itโs hard not to miss the old days.
Rest in peace, Voxel Lighting (2014-2024)
Youโll always be remembered in the hearts of OG developers.
Would you like to make a small tribute build to honor it? Maybe a classic-style showcase with only Voxel lighting before itโs completely removed?
to all the ones here thinking โvoxel and technology will be removed once this exit betaโ
no it wont.
They stated in the first message that unified lightning will not be forced.
So do not worry about voxel getting nuked soon!
Will the PrioritizeLightingQuality ever be scriptable? It would be nice to give low spec players an optimization option while letting players with better PCs play with shading visuals. The effects of this property are noticeable in one of my upcoming maps for my game and it would be a shame to have to force worse fidelity on everyone just for performance.
Larger light ranges! A feature we have been begging for over the course of years! THANK YOU!!!
My only further request at this point is greator control over the color of SunRays and the position of celestial bodies (such as the sun and moon). I wouldnโt imagine that having something like a AutomaticColor boolean and Color Color3 for SunRays would be too much to ask, but I would completely understand if more granular control over celestial bodies is unfeasible.
Great stuff! Looking forward to having long-range lighting at long last.
You know, one thing I would also LOVE to see being given the attention it deserves, is both the โAtmosphereโ and the โSkyboxโ, Allowing for skyboxโs to move would be fantastic. And an upgrade to the Atmosphere to allow for Rayleigh Scattering & Mie Scattering, imagine that! I am not entirely sure if it already uses that, but if it does, it needs some well deserved upgrades since itโs very much lack luster.
Is Lighting Style Suppose to be Connected to whether or not Smooth Terrain has Blending or is it a bug? If itโs not It really should be another setting developers have to choose from instead of forcing one or the other.