Update 3/2/2023:
- Less time to load parts
- More Settings
- Warning for unwanted settings that may lag game
I’m all ears to anyone who has suggestions on what I should possibly add next
Update 3/2/2023:
I’m all ears to anyone who has suggestions on what I should possibly add next
The server only messes with characters, so it shouldn’t increase ping unless you have a game where 700 people players die at the same time.
I think some of the code can be improved or fixed. Here’s what I found:
wait()
or any delay, especially on the server. That just causes lag and is unnecessary.local character = player.Character or player.CharacterAdded:Wait()
, which is a terrible design. The reason why it’s a terrible design is because it won’t assign a new character when it dies.Workspace.DescendantAdded
. This is problematic when streaming is enabled.In addition, the whole thing doesn’t seem like there’s much to it. The results are surprising for something like this, though. I don’t think it’s that good for performance if the PBR textures lag you.
Update:
Removed the wait()
on line 26
The DepthOfField script is automatically added to StarterPlayerScripts
by the server.
Made it so it connects to workspace:DescendantAdded
so that people who add new parts to the workspace or have StreamingEnabled
will be autoconverted.
So do you think I should possibly add a setting where if the MeshPart
has a SurfaceAppearance
it shouldn’t convert it?
I looked over his project, this is not a “lighting enhancer”. It does not mess with the lighting settings except using EnvironmentSpecularScale.
Uhh did you read the code on GitHub?
Yes I did, it just adds a blur, bloom, colorcorrection, sky and atmosphere. It again is really similar to NovemberReject’s lighting enhancer.
Or should I say, it’s the exact same code.
Again, trying not to sound rude but, just so no one gets mislead, this (seems to) only looks as good as it does because cubemap images are generated indoors by Roblox (basically, reflections) due to a recent update. Unless your game is fully indoors and every texture is PBR, it wont look anything like this, and will reflect the skybox. This can all be done without this resource.
Y’know, something interesting or impressive. Actual raytracing, a lighting engine, something that has never been done before on Roblox.
This is what it does to outdoors, so yes it still does work outdoors, and most of these buildings aren’t PBR.
Before:
After:
The glass is reflecting the sky. Not the road below it, or the environment around it. The third image is what you would call a shadow.
Fair enough, you’re right. I know this might sound like a crazy dumb idea but what if I made some sort of fake sky to be able to reflect the interior too?
there’s some problems
ipairs
only stops yielding if it reaches nil
, which isn’t even possible when using instance:GetChildren()
and you don’t need to use pairs
nor ipairs
anymore because of the iteration for i, v in instance:GetChildren() do
if v == true then
is 100% equal to if v then
character:FindFirstChildOfClass()
instead of character:FindFirstChild()
for the clothesI think I have a smarter idea, which might take some time for me to fully finish and optimise
Is it just me or it doesn’t seem to do anything? I might be doing this incorrectly so correct me if I’m mistaken. I do notice the materials look slightly shinier but I don’t see any changes in reflections.
Also, I replied to you by mistake. Sorry about that.
Are you using future lighting?
Currently, the model is not available.
keystrokse
I don’t understand what is so useful about this resource, it’s just that in fact a metal reflective surface is turned on objects