Yeah RIP Tecnology…
The feature I didn’t know I needed until someone mentioned it, thank you!
Yes!
Absolutely, I could make great use of this.
Being able to change technologies on the fly is extremely useful.
Instead of forcing players to lower their graphics (which also disabled other effects that they might want to keep).
I can instead code a simple lighting quality setting in my game where players can switch between Full voxel
/ Part voxel
/ Full realistic
.
I primarily use voxel lighting in my projects with shadows enabled so the lights don’t clip through walls, but having detailed shadows for specific lights only is neat for when I need emphasis on shadows for artistic effects.
Don’t humanoids already do this?
I recall that humanoids still cast higher resolution shadows even with voxel lighting enabled.
Should theoretically be an easy feature to implement.
Heads up! Just to be ultra clear!
This is meant for PER EACH LIGHT SOURCE IN THE GAME. As in one light source could be set to be Voxel and the other being Future. Having it so we aren’t limited by a Global Setting.
But, wouldn’t it would require compiling and using multiple “programs” in the background, complicating things and causing lag while switching programs for different light illumination, and unnecessary more draw calls
The Voxel/Soft Light Grid is already active while using Future/Realistic.
The framework for it is flat out already there.
If it did all of that it likely won’t be used as it is right now.
And then Diffuse uses Voxel Lighting, meaning right there is Future and Voxel blending already, not in the way we want it but it’s there.
(Diffuse turned off to show the difference)
I love this update. But since Future
the lighting service takes time before the shadows are applied. Is there a way to expose a variable when lighting service state is fully initialized?
When running Future or Unified the game takes several seconds until the quality of the light is fully rendered. While waiting you have the default lighting. A simple wait is not good as some devices may take longer than a fixed value.
For ex see: Waiting for Lighting to Reach Max Quality
Perhaps something like the following?
local Lighting = game:GetService("Lighting")
local targetTechnology = Enums.LightingQuality.REALISTIC
local realisticLightingLoaded = false
local function waitForLightingTechnology(technology)
local conn
conn = Lighting.LightQualityChanged:Connect(function(quality: Enums.LightingQuality)
if(quality == technology) then
realisticLightingLoaded = true
end
end)
end
-- this is useful for if we want to make a loading screen and wait for lighting to properly render
-- SHOW LOADING SCREEN CODE HERE
waitForLightingTechnology(targetTechnology)
print("Lighting is fully loaded with", targetTechnology, "technology!")
-- HIDE LOADING SCREEN CODE HERE
Or simply even
-- SHOW LOADING SCREEN CODE HERE
-- wait for lighting to load
game.LightingService.RealisticRendered:Wait()
-- HIDELOADING SCREEN CODE HERE
in voxel humanoids use a different technology for shadows (not the same as shadowmap or future). I don’t know exactly how these shadows are made, but most likely they just “draw a 2d silhouette of the character underneath”
Will there be volumetric lighting with this update too? Making a real-time volumetric lighting consumes a lot usage and source from the GPU.
oh yeah prioritizequality actually caused some bug with all maps with fake skyboxes to put global shadows all over the map but i fixed that with castshadows
what i really wish for is neon texture filters so the lighting wont be annoying to do (because the fakeskybox has darkened or brightened map depending on roblox’s sun location)
it also being transparant again if you go farther away from the part
Great… now seperate neon glow effect from bloom and most developers will be happy
This update fixed my devious input lag on my computer on Studio but not Player, I guess that’s a plus
This is so exciting and I cannot wait for the full release to create games with it.
I hope we can have these properties be scriptable, it’s nice to have more control over this kind of thing, and I could incorporate it as an option for when realistic lighting isn’t 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.
Unsure if anyone has posted about this, or if there even is a setting that exists to alleviate this, but this is genuinely absurd.
Is there a reason that soft lighting just generally fails to interact with a texture’s normal map? This is with PrioritiseLightingQuality ticked on.
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.
Terrain blending gets disabled completely in soft lighting regardless of graphics quality
I really hope this isnt intentional because this ruins how terrain looks otherwise…
The glass material also seems to also have a bunch of issues
Glass magnifying properties don’t work when using soft lighting regardless of graphics quality:
REALISTIC, LEVEL 21
SOFT, LEVEL 21
Additionally when using realistic lighting, having the graphics set to level 11-15 causes glass transparency to stop working:
Transparency is set to 0.5
This update seems to generally mess with graphics, specifically with soft lighting disabling certain effects like you’re 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.