oh i know why hit run or play its werid only playing thing
no problem here, I think it may be something on your end.
this what happens for me at least
super strange, that isn’t happening with me at all. the file I was using is by robloxandtyler, load into the place, put down a peice of glass, set the transparensy to 1 then see if it still happens. if so, it may be related to your rendering maybe? try going into studio settings, then rendering, and set it to 21, and see if it still happens. or your graphics mode, try using another graphics mode and see if that helps any.
it is all ready its not that i have my graphic at max and model lod to 1 and my graphics to auto
also this isa current a studio issue rn cause roblox client dose’t have the new lighting yet its only studio
yes I know! just trying to help is all! anyway, you could try messing around with these settings in studio if this bug is an issue, it might help, not sure though. but I’m not having this bug at all. I know certain graphics modes have caused glass to bug in the past.
okay i tryed this it changed nothing sadly
As a Shadowmap enjoyer, I’m glad this update doesn’t mess too much with the aesthetics the different lighting styles provide. Hopefully this makes it easier for future graphical improvements and will allow for even more graphical control.
I’m seeing a lot of people who want the fidelity prioritization to be optional on the client’s end. Why? Why do you want that? The whole purpose of that property, which is honestly the best part of this for me, is to prevent players from setting their graphics to a low setting just to see easier than everyone else. Making it optional on the client’s end completely negates the purpose of the property. I really hope that a client override doesn’t get added, as the property could really help a lot of games where lighting matters.
This sounds wonderful and I’m looking forward to using it in my game. Even more so looking forward to the increase in maximum range of the lights, been waiting quite a while for that
Hopefully you guys figure out soon and fix the performance client memory impact, because future compared to shadowmap is drastically different in ram usage.
the shadow softness option disappears when on soft, and priortiselightingquality is set to true, yet the shadow softness option still affects the actual shadows, would be nice if this could be fixed so that we can change it when on soft and true
ALSO, when set to realistic, and priority set to both true and false. graphics quality don’t scale well, with it turning on future lighting at level 6, while before it did it at 4
see how future lighting is on here on beta:
Click if it isn’t loading
while see here before the beta at graphics level 4:
how can it be prioritising lighting when prior to beta graphics 4 got us future, while on the beta future turns on at 6. shouldn’t it be the opposite? shouldn’t it be that when priortise lighting is set to true, that future turns on at graphics 4 or even 3, and not now(beta), where it turns on at 6 regardless of that value being set to true or false?
maybe im not understanding this correctly
Wonderful, but I’m worried that this might slightly affect performance for lower end devices…
they said it is coming in the future, so it isnt out yet, but will be hopefully soon
is the title a reference to btd6 adora
What an addition, actually well done ROBLOX, this is an incredible update and I’m honestly so glad it has finally come.
Discovered a bug.
For some reason, having the Lighting Style to Soft, when you disable the Global Shadows and then you check or uncheck PrioritizeLightingQuality all the lights turn off.
This is nice but what would be nicer would be finer control of stuff per Light Source. For example being able to pick Lighting Style per each Light Source, between Voxel or Future(Or Soft and Realistic if you’d rather, that works too.).
This could be used to gain massive performance gains and have better lighting at the same time. Plus being able to control the draw distance of the lights and the draw distances of their shadows(if shadows are enabled) would be a massive help too.
I’ve always had to make my own culling system that let’s me fine tone the draw distance of the lighting and their shadows(if enabled) which of course creates a decent bit of overhead. This being a built-in Engine Feature would be really helpful.
The biggest request here being able to control the Lighting Style per Light Source rather than a Global Setting.
If you need any more details or any clearing up on this request because I can be a bit unclear at times…(Sorry in advance!)
It’s beta feature, so client doesn’t have it yet.