on realistic its more, well, realistic. in the real world light does not behave how it does in future, and it does bleed into the shadow a bit like in realistic
Always grateful for improvements to tech especially when it means we can squeeze more performance out of our games. Would be great to have PrioritizeLightingQuality (among other settings esp in StreamingEnabled) be something players can edit themselves. Can be very disappointing to implement what should be great performance improvements when it feels like we’re choosing to cut visual fidelity for all players, even those with hardware that shouldn’t necessarily require the stricter optimizations.
so far, this looks great!
However, i agree with a lot of people when they say we need more granular control of our games. I think a lot of people would like to see custom shaders.
if you guys could fix the bleeding issues at least, that would be an amazing improvement. Keep up the good work!
Is this lighting configurable at runtime? I load hundreds of different maps in my game, and each map has a perferred lighting style, but all maps are forced to use the same lighting technology as a common denominator. It would be great to be able to configure the lighting style at runtime.
While we’re at it it would be nice to be able to have a “lighting preset” instance so maps can specify their lighting preset in a standard way to be copied to the current lighting.
I’ve discovered an issue. for some reason lights are flickering when away from them as I demonstrate
Hi everyone!
I’ll write down some answers to some frequently asked questions I’ve seen so far here!
Q: When will extended light ranges and attenuation be available?
A: These two features will come later this year after the full release of Unified Lighting. Unified Lighting provides us with a solid foundation to continue building additional lighting features. We know how widely requested these two features are, so they are going to be the next thing for us to look at once Unified Lighting is fully released.
Q: I want to be able to use Voxel lighting. Will Unified Lighting prevent me from doing so?
A: No! In fact, all lighting visuals which were previously achievable through the Technology property can be achieved by the new Unified Lighting parameters. The Soft lighting style with non-prioritized lighting should give you results equivalent to what Voxel used to provide. See the reference provided in the original post to see how Unified Lighting maps onto the look of the previous lighting technologies.
Q: Lights seem to cut off or lose shadows at distances I didn’t expect. Will this be changed still?
Yes! We’re still actively tweaking how and when Unified Lighting scales throughout the duration of this Studio Beta. Expect there to be additional tweaks and improvements to this throughout the beta period.
Please make sure to report any bugs you encounter so we can address these as quickly as possible!
Ditto, I would like clarification on whether Ambient Occlusion will be improved
Hi everyone!
One additional update: We’ve noticed some crashes coming from devs using Studio with OpenGL selected as their Graphics Mode in the Studio Renderer settings. We have a fix for this incoming.
On Windows we don’t actively support OpenGL as a fully featured rendering mode in Studio, so please make sure to use the Automatic graphics mode if you want to try the Unified Lighting beta at this time.
Here are some comparison photos between the new lighting properties as well as the legacy Technology options:
Seems like even though Realistic Prioritized is meant to match future, the range for high quality local lighting is lower than that of Future, which is a little disappointing since that was that mode’s whole selling point. There’s also still a big difference in how lighting looks on lower quality levels, even on Unified lighting, so I can only hope the GPU-driven light grid will help alleviate that difference.
Will there ever be support for changing lighting technology live while playing? This appears to already be possible, but is restricted from normal code execution. I ask because it would be nice to be able to tie lighting technology to a specific user’s settings, or to potentially have it change dynamically based on performance (whether that system be automatic by Roblox or coded by developers).
This does not seem to be the case. Whenever I open a place that previously used ShadowMap, the LightingStyle
is always set to Realistic
, when it should be Soft
instead, and I have to manually change it.
I opened Roblox Studio just now to check my lighting and it changed drastically. If I wasn’t a devforum addict I probably wouldn’t understand why things looked so different. I used ShadowMap lighting for the “soft” look. My lighting was changed to Realistic with PrioritizeLightingQuality off. This is what it looked like when I opened studio:
I fixed it to look the same by putting it to Soft with PrioritizeLightingQuality on. This is what it looks like now:
I just had the same problem and didn’t read
I could make a bug report but I assume this is such as small fix, and the staff here seem active enough, that it’s not warranted
GREAT LAND OF LIBERTY. Something great happen thank you! This will help many creators.
I may be dumb, but what about voxel lighting? we only have 2 presets instead of the normal 3.
If you take the task of reading completely, there is a place where they specify how to achieve the 3 types of lighting.
sorry! I only glanced through the page and didn’t see a 3rd one that’s more akin to voxel when using studio. I bring up what I said because I would like them to add a 3rd preset that’s voxel instead of the 2. it just feels very off having 2. but you don’t gotta be rude about it my guy!
I’m not rude, I guess since I’m using the translator and we’re not from the same country it might seem that way. Until now I have never been nor do I intend to be rude to anyone here; In fact, I took the trouble to take a screenshot. Greetings
ah, sorry my friend!
and to respond to my post before!
I know I could easily just change the lighting style, but it doesn’t feel the same, it feels more restricting and not as organized imo. I want to know fully what I’m getting and having a preset deciated to a certain look. not having to enable or disable settings in 2 presets, things feel less organized, and less compartmentalized!