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.
Yes , also with voxel revival at low graphics!!
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.
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
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.
Turn down EnvironmentDiffuseScale, Set OutdoorAmbient to darker values, same with Ambient. These will give you darker shadows.
I had this many times in 2024 in a high end PC and was so annoying , but I thank you for the update
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.
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).
SSGI is good, I don’t get the diss.
I thought over it recently, its the most plausible for ROBLOX. To not get into technical yapping, but, your points can be addressed.
for mobile, SSGI is a screen space effect (lol). HBAO on roblox also operates in screenspace, and we see it disabled on mobile. SSGI can… just be foregone on mobile. Revert to ambient; also we have seen roblox do this with lightning technology (voxel 1-3, future 3-10).
Another thing I will bring up is that even while significantly cheaper, SSGI is still costly, particularly on roblox’s target group. Integrated graphics.
SSGI requires a lot of work from the pixel shader, and it also for fast updates optimally benefits from good memory bandwidth. Integrated graphics lack both the bandwidth and the speed. However, I’ll address this. Also, it faces some quality issues, but that also has an explanation and a fix.
The way I see roblox able to potentially do it/the most feasible option right now:
Firstly, the bandwidth problem. This will obviously make it slower, but you can speed it up in other ways. Low sample SSGI that has been properly implemented and smoothened, will look good, compared to nothing. Right now, a big issue with future is the lack of any GI. Adding it, even a reduced version, will be great.
Secondly, the “looks” problem. SSGI does suffer from bleeding, or just some splotchy artifacts. But, a rather simple fix ideally would be to just clamp color values. SSGI will also look bad if you do it incorrectly. I see this said a lot about TAA as well: the issue is the abusive uses/bad applications, not the TAA itself. Same goes here. Quick fixes can make the SSGI look incredibly better.
Thirdly, back on temporal, you can opt to do some form of reprojection from the last frame. A big part of good TAA (hello taa again) is motion vectors to prevent past frame artifacts. I could see it implemented to properly reuse last frame data and potentially blending (?) but this is a form of imagination theory, because I’ve never actually done it before.
The performance cost wouldn’t even be that high if you just rendered the SSGI at a lower resolution, used smart sampling, and properly adapted samples to fit performance goals, while looking good. It would cover some huge issues of future, and get rid of that god forsaken environmentdiffusescale. Xbox 1 (2013 hardware) met performance goals (consoles lock settings) while using SSGI in some titles.
Lastly; its about the developer. Let them enable it, and warn them what’ll happen. Obviously, that’s daft to say, but it’s the most logical solution. Developers control their audience, warn them they’ll be cut off from people if they have high samples, or want to use it at all.
And I think this would be logical if ROBLOX stepped up and gave discrete graphics options, yk. If the user doesn’t want to, just roll back to environmentdiffusescale or something. Same thing for MSAA, and all the other graphics features on ROBLOX. I noticed that MSAA in particular is why max graphics runs bad for most, and if roblox dont have aproblem with it being so heavy on integrated graphics, what’s stopping them from doing the same for more features? While a more disregarding perspective, its true.
*edit, for comparison, (and i assume you get the diff), look at no gi vs yes gi. I made it myself, its like eevee’s irradiance volumes etc. now imagine what competent SSGI, especially one made by roblox natively would be like? for the examplei showed, it takes 1.5s to render a like 6x6x6 grid with 100 rays and 10 bounces per voxel, on the CPU. now imagine GPU, and everything made by roblox natively is faster than by devs
Yes, sorry I made it sound like SSGI is inherently bad. It is very good, every graphical effect has its ups and downs, some people might benefit from SSGI, others might not.