Yeah… it’s 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 it’s officially deprecated—feels like losing a piece of history.
No more of that unique soft shadowing and nostalgic glow… Now it’s all Future Lighting and PBR materials. While progress is good, it’s hard not to miss the old days.
Rest in peace, Voxel Lighting (2014-2024)
You’ll 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 it’s completely removed?
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.
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.
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.
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.
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.