Let There Be (Unified) Light! Unified Lighting Enters Studio Beta

I hope you know a lot of the issues stemming from future originiate from stupid developers.

I agree that the draw distance for Unified lights is low, however if you expect a massive performance gain then go use shadowmap lighting.

Unified lighting won’t magically fix overlapping lights or braindead assembly!

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To darken shadows,

change the ambient and outdoor ambient to darker colors. Ambient will affect how dark indoors shdows are; while outdoor ambient will affect globally cast shadows outdoors. Also, environmentdiffusescale to a lower value (or 0)

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What is it with the uninformed and raytracing? You do realize 99% of roblox users would

  1. Never touch it
  2. Cant even use it

Raytracing is a joke nowadays in most games😭

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it isn’t much to me but when i turned PrioritizeLightingQuality on, it had this weird grid lighting




getting closer to that way makes it disappear

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this is unfortunately not true, changing lighting technology at runtime has always only ever been possible inside of a studio playtest because no properties related to the lighting technology have ever been scriptable.

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no, not happening, not now not ever

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Agreed, thats what makes this update worse, it’s problems stand out more than what ever it aims to achieve. Wish they’d spend more time making things better.

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Any updates on future/realistic lighting for Meta Quests?

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This is amazing, but i feel like also being able to choose the harshness of the lighting would go a long way. Harshness as in the same way you can choose sun shadow softness but for lights if that makes sense.

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personally, this would make it more customizable for the users preference as well, as long as you’ve made a settings menu in game at least.

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Just tried it, and all i can say, AMAZING

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I have tried the beta version now. Really disappointed in this update because nothing really has changed or improved. Enabling PrioritizeLightingQuality only increases the shadows radius field by about 50 studs. The distance range is way too short.

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Will we see the ability to have large-scale lights that operate similar to how the sun and moon do? I realize that this is mainly only an issue for space themed games, but it would be great to be able to support more than one “sun”.

Additionally, I’d like to see lights work better at a distance in general. I don’t expect to see detailed shadowing on objects far away from the camera, but objects closer to the camera can still have higher detail, even if the light source is far away. I believe this would be doable with the right balance of optimizations.

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First thing i thought when i saw the title:

JUSTICE - LET THERE BE LIGHT :latin_cross:

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Just wanted to point out that Unified Lighting definitely needs some improving when it comes to water reflections, see example below:

Left side is with Realistic + Prioritized unified lighting settings. Right is the current Future lighting.

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I even think my dream become reality , They maybe increased the range of the light

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I mean, I don’t really see issues. Even in long stretches of lights (if you have a setup like that in your game) the player can’t see that far into the distance. And also, Unified isn’t worse for performance (better because it has a shorter draw distance)

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It just has a short draw distance. What I assume is that it functions like the graphics slider on the client, except for all lighting effects, by dumbing down the distances like REALLY low to make it “accessible”.

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Best update it lags so much less on full graphics!

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There’s no way we have dedicated lighting settings like this but I still can’t force users to render more than 5 feet away from them. My game has been plagued with users on the lowest graphics not being able to see anything even a few feet away from them, you really should focus on settings like that for us to tweak more than lighting.

At the lowest graphics settings, doesn’t matter what your “Lighting Priority” is, those buildings in your videos aren’t going to render past a few feet.

I am begging you for some ability to prioritize render distance. I feel like this has been requested thousands of times. My game’s map is generated, so it can’t use the low-detail streaming models (Since you’ve also neglected to give us a way to regenerate the streaming models while the game is running), despite the fact the map isn’t particularly detailed.

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