to all the ones here thinking “voxel and technology will be removed once this exit beta”
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.
FINALLY!!!
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 wouldn’t 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 “Atmosphere” and the “Skybox”, Allowing for skybox’s 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 it’s very much lack luster.
Yeah, atmospheres have always been kinda so-so for me. I don’t think I’ll ever use them.
Moving skyboxes seems like a bit of a niche thing to me, but it could be intersesting if done right.
Is Lighting Style Suppose to be Connected to whether or not Smooth Terrain has Blending or is it a bug? If it’s not It really should be another setting developers have to choose from instead of forcing one or the other.
Example
Style: Soft
Style: Realistic
For some reason even with all the settings at the highest level, in game it looks like “Soft” is enabled.
STUDIO:
GAME:
I think because the update is currently available as a beta version in the studio
This update broke the glass material…
(The lightingstyle is set to realistic, when running the game the glass becomes normal.)
Yeah , this is the another reason why i hate this update , Graphic issues
Ahh yes, that might actually be why.
I know this is kind of late, but I am not sure if this can be fixed, I assume the reason why sun shadows are pixelated is because the sun casts a shadow on almost every object in the game, so their resolution is probably toned down to not create performance issues, while other light sources have a very limited range and objects to cast shadows on.
is there any way to change the sun shadows back to voxel? even with “soft” lighting and PrioritizeLightingQuality disabled, the sun shadows still have realistic shadows at higher quality levels. how do i disable this entirely? it’s ruining my game’s intended appearance.
Would this perhaps follow a moving part without a very noticeable delay, especially at high speeds?
detective
Are this real?
Theres a 7 years old forum talking about that but im not sure if range of light may be extended to 240 studs without blurry shadows like in real life.
is it possible for it to be changed during runtime? in example a lower graphics esque mode
Forgot to give feedback on the current state of unified lighting
It’s sad to see that the max range at which future lighting is seen is lowered and it doesn’t seem to help with the light cutoff im suffering from. This basically further ruins immersion of the game atmosphere im aiming for (a highway at night time).
There are probably more problems to this, but hopefully once it goes out of beta, things will be ironed out.
Yes , also with voxel revival at low graphics!!
FINALLY!!!
Global illumination! A feature we have been begging for over the course of years! THANK YOU!!!
My only further requests at this point is greater HDR support and also Global Illumination to reflect lights from textured meshes and neon parts
Great stuff! Looking forward to having global illumination lighting at long last.