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

AT LAST LIGHT RANGES WILL BE EXTENDED!

Roblox is healing!

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this is the greatest day in roblox history

I currently use voxel for an open world made of parts that is not optimized for future lighting. If I switch to realistic + prioritize off, what is the performance impact in comparison to voxel (soft + off)? Is this still very significant with the shortened lighting distance? I have to profile this myself, but wondering if you have a general idea.

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YOOOOOOOOO THIS IS SO CLEAN…
man roblox is getting really good…
KEEP IT UP DEVS THIS IS FLIPPIN AWESOME

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Allow us to set the lighting style on a per-light basis. I would like to be able to use soft less intensive lights to refine the illumination of interiors and to add phony global illumination highlights.

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Words cannot describe how excited I am to finally see a lighting update from Roblox. This is a huge step in making the Roblox environment meet developers’ standards. Hopefully, this will also lead to fixing the light bleeding and improving the reflection probes. Amazing work!

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NOW this is a good idea!!
Also we NEED this out of beta ASAP!!!

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Are we going to be able to adjust these settings live with this new system or are they still going to be static outside of the graphics slider?

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Will we get a threshold setting for dark areas?

Currently, it’s impossible to have a completely dark interior with Diffuse and Specular scales being set to 1.

I feel like if you go into a cave deep underground, it should be pitch black.

The new scale settings are nice, and makes Roblox look good in a lot of areas. But even if you’re faraway from a light source, it lights the entire scene up, which is unrealistic.

For example, this area from the original Crossroads:

My lighting settings:
image

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Absolutely, this was a wish of mine as well

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Finally, more control over the lighting in your games lol (RIP Technology :saluting_face:)

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Here’s the difference of the New and Old lighting

NEW:

OLD:
Screenshot_60

As you can see the new one has less range from where the lights appear in the distance (Didn’t disable anything) and the old one is clearly much better, now hopefully this changes because I don’t see this an improvement but a downgrade, only improvement would be the light ranges being more than 60 studs

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Good an all but, when is there going to be an option to disable voxel shading?
image

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on realistic its more, well, realistic. in the real world light does not behave how it does in future, and it does bleed into the shadow a bit like in realistic

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Always grateful for improvements to tech especially when it means we can squeeze more performance out of our games. Would be great to have PrioritizeLightingQuality (among other settings esp in StreamingEnabled) be something players can edit themselves. Can be very disappointing to implement what should be great performance improvements when it feels like we’re choosing to cut visual fidelity for all players, even those with hardware that shouldn’t necessarily require the stricter optimizations.

so far, this looks great!

However, i agree with a lot of people when they say we need more granular control of our games. I think a lot of people would like to see custom shaders.

if you guys could fix the bleeding issues at least, that would be an amazing improvement. Keep up the good work!

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Is this lighting configurable at runtime? I load hundreds of different maps in my game, and each map has a perferred lighting style, but all maps are forced to use the same lighting technology as a common denominator. It would be great to be able to configure the lighting style at runtime.

While we’re at it it would be nice to be able to have a “lighting preset” instance so maps can specify their lighting preset in a standard way to be copied to the current lighting.

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I’ve discovered an issue. for some reason lights are flickering when away from them as I demonstrate

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Hi everyone!

I’ll write down some answers to some frequently asked questions I’ve seen so far here!

Q: When will extended light ranges and attenuation be available?

A: These two features will come later this year after the full release of Unified Lighting. Unified Lighting provides us with a solid foundation to continue building additional lighting features. We know how widely requested these two features are, so they are going to be the next thing for us to look at once Unified Lighting is fully released.

Q: I want to be able to use Voxel lighting. Will Unified Lighting prevent me from doing so?

A: No! In fact, all lighting visuals which were previously achievable through the Technology property can be achieved by the new Unified Lighting parameters. The Soft lighting style with non-prioritized lighting should give you results equivalent to what Voxel used to provide. See the reference provided in the original post to see how Unified Lighting maps onto the look of the previous lighting technologies.

Q: Lights seem to cut off or lose shadows at distances I didn’t expect. Will this be changed still?

Yes! We’re still actively tweaking how and when Unified Lighting scales throughout the duration of this Studio Beta. Expect there to be additional tweaks and improvements to this throughout the beta period.

Please make sure to report any bugs you encounter so we can address these as quickly as possible!

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Ditto, I would like clarification on whether Ambient Occlusion will be improved

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