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

This is great to hear. A lot of changes will be made to my game

Will light leaks be fixed? It’s been a thing for years, was once fixed in a hack week but never got released.

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is this going to fix the thing where lighting just cuts out after a certain distance

I’m having an issue where using unified lighting results in no surface appearance/pbr rendering in my game place, but it’s fine in studio.
If I use future then pbr textures work fine in both live game and studio.
Also I noticed that the lighting in my published game place with unified lighting is basically the same as shadow map. Hopefully I’m just missing something and there’s an easy fix.

The only fix is to disable Unified Lighting in Beta Features, it defaults to ShadowMap due to not being live yet.

Just want to say that I support this. I have the exact same problem, as its a really neat feature for a game set in space like mine.

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I had my hopes up this would fix the flickering light issue I have with isometric games. Shadows still update very weirdly as you move around in the world;

i.gyazo.com/e671c13f0088f0b2ce7b50a8f885b519.mp4

Neat update nevertheless!

That’s cause the engine works based off camera distance. Some place in the pipeline for shadows, they do a sphere check of the camera, and start using the splotch voxel shadows rather than dynamic shadowmaps.
(^^unrelated, just a yap)

Yapping aside, yeah, the camera is too far, even if it’s not fully rolled back to voxel lighting shadows, you see slight pop ins. That is actually due to renderdistance of Automatic mode of the mesh RenderFidelity. While you are close enough to have full shadowmaps at max graphics (camera) the engine deems you too far from meshes to render them at precise all the time. Geometry will update, so, shadows do too, hence the popin. Afaik, there is no way to counteract this?

And, your game looks really cool btw.

It’s basically proven that Roblox is really slow at working with its lighting, GODOT, a significantly smaller team, has way better lighting control (and light attenuation).

What’s going on with the GPU Light Grid technology you previewed at RDC 2023?
…Why would you answer you’re focusing performance… when GPU-based rendering is the best performance you can do, whilst still having an insane amount of quality, Q/A is a scam.

Excuse me, what does this mean?

You do know GPU rendering is like… every light mode since Compatibility?

While, I agree with portions of your message (like better lighting control, and attenuation (which seriously, its just a formula change roblox please)), the rest seems a bit odd.

For the GPU Light Grid tech, i am gbetting it’s coming to unified soon. Unified is likely nowhere near done - the roadmap said 2025, yet we got beta in 2024 Q4. So, give them time. I mean, it is just a few fancy sliders and lower ranges, but this should likely tie into what I saw a while ago;
“Improved voxel light grid” which entails better shadows, reflections, and improved lighting.
“Highest quality made accessible” is what unified is all about, also about allowing legacy code to flow down the drain.

So give them time?

I think it’s actually existed since Roblox became publicly-accessible. Builds from 2007, for instance, have different “software” rendering modes, i.e. rendering via the CPU vs from the GPU/Graphics Card.

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I have a quick question since it seems there will be some improvements to future lighting

will this re-enable the future lighting feature where lights will cast shadows on particles, beams, etc just as they do on parts? cause when it was showcased in 2016, it done that, on top of having fully dynamic hdr and a pretty nice looking bloom effect


(screenshot from https://youtu.be/lrvOGqC9ZjQ?t=872)

looking back at it, i think were all at least partly disappointed (me especially) that none of what was shown in the 2016 showcase video was actually added apart from the shadows on parts. cause this was running at roblox’s then native 60fps in 2015, and still runs at 240 fps easily on a standard spec pc

hell the shadows on particles and beams were also working during future lightings beta phase in 2018-2019 from this video screenshotted below


(screenshot from https://youtu.be/lzCtiX7phfg?t=489)

please let unified lighting add these features, cause right now, even with future lighting, roblox is quite far behind on modern graphics. dont get me wrong, future lighting is really nice, but it could be upgraded. i think a lot of us want these features and ill even have a couple polls if anyone else wants to voice their thoughts on it without making a reply

should roblox add shadow support for items which arent baseparts (particles, beams, etc)

  • Yes
  • No

0 voters

Should roblox add HDR and autoexposure as shown in the 2016 showcase

  • Yes
  • No

0 voters

— also just as a quick comparison, this is what the scene in the second image looks like with current lighting. really disappointing considering the demo which was 9 years ago had the shadows casting on beams and particles up until it was added in 2020 which was 5 years ago

and to my knowledge, future lighting started development in 2014-2015 and was STILL running at 60fps. that was 10-11 years ago. longer than most of us (including me) have even been on or known about the platform

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This is one of the greatest updates on roblox studio, realistic lighting will massively improve tons of experiences. Here is what effect it has on my cavern came:
Without unified lighting (before):

With unified lighting (after):

It is also very performance friendly. I have never had any lag whatsoever, despite this game being large (including openworld surface with terrain)

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The reduced render distance of the highest quality lighting even using prioritised realistic is a fairly noticeable downgrade from Future if you work with larger open spaces. A room that was previously entirely lit by future now has an awkward transition to smooth lighting about half way in.

Will we ever be able to control the preferred distance at which the blending between lighting styles happens?

Previously, using Future

Using Realistic + PrioritizeLightingQuality

The bottom of the image is where it’s worst - there’s an extremely noticeable line where the styles blend. The metallic textures of the wall detailing are also less noticeable.

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What are your settings? i would love to know how you got those nice light reflectiobs

Idk about half of everyone replying to this comment but voxel isn’t removed. You just put soft lighting and have prioritizelightingquality to false

I am not going to lie, I am extremely disappointed that we got “PrioritizeLightingQuality” BEFORE we got “PrioritizeRenderDistance”.

I am sitting with a game that is nearly unplayable with low render distances, and roblox limits the render distance to roughly 100-200 on lowest. It is genuinely unusable. It is irredeemably low.

I swear it’s lower than it used to be.

Why no prioritize render distance?

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