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

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.

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afaik thats cause the environmentdiffuse uses a bulkier grid

(if thats what you’re talking about)

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Yes , also with voxel revival at low graphics!!

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as a lover of volumetric lighting using tech such as billboardguis & particleemitters, i’d also like it if color mixing & shadows on those would be more optimized if possible when this update rolls out fully.

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is it me or do i see absolutely no difference in the examples

uh what, global illumination? I know what that means, but I didn’t know we were getting it. Unless it’s a joke lol

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could you elaborate? Where do you see global illumination?

Um… light reflection as in literal reflections. Global illumination is still far off for roblox I’d say.

also, what do you mean “greater HDR support”. roblox has been HDR since voxel, dont see how they can improve it since this falls in line with proper HDR. if you mean stuf like half life 2: loast coast HDR, that’s a trick used for eye adjustment/auto exposure.

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Before:

After:

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Turn down EnvironmentDiffuseScale, Set OutdoorAmbient to darker values, same with Ambient. These will give you darker shadows.

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I had this many times in 2024 in a high end PC and was so annoying , but I thank you for the update :face_holding_back_tears:

Hope they do, would also love to see a performant global illumination prototype

Look at the background - the differences are mainly in how lighting quality falls off over distances (when prioritize quality is turned off).

Reminder that this is only in studio Beta, and that this is obviously not the finished product

I already made volumetric lighting with robloxes built in coding system. https://create.roblox.com/store/asset/85406918037167/Voumetric-lighting-20-Light

It will cause lag on most devices and is only indented for computers as roblox is not build for what I am doing.

I did make Global illumination and volumetric lighting via robloxes base lua language. It’s nothing good nor near the real thing, but it gets the job done.

It’s very laggy so you may want to edit the settings for your own use.

will you add the glass distortion back to the soft lighting? it makes me mad that we lose some freedom, it’s destroyed my entire lighting of my game, and I’m unable to remake it because the glass distortion is only enabled for realistic. this is a huge setback for me. or am I missing something? glass distortion is only abled for 7 and up on graphics level before, but I doubt it ties into that because I have it set to 10.

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For some reason, this change ruins the in-game lighting: even when I set it to “realistic” and “prioritizes lighting,” it still renders as shadowmap. This is incredibly confusing! why replace a simple dropdown that always worked? My game now looks like a mess because it’s built on future lighting instead of shadowmap, the lighting is completely different from the studio version, which doesn’t make sense.

Please bring back the dropdown. Overcomplicating the lighting system helps no one and only slows down my development time.

UPDATE:
i’ve read a few posts, and it turns out this is still in beta (duh)
this will for some reason not work in the current state for games in-game as shown by this user

make sure to turn off “Unified Lighting” in the BETA menu until it’s released, because this will not replicate to in-game and just turn it to soft lighting (shadowmap).