New Terrain and Parts Built-In Materials - Release Build

A lot of the textures are meh, The grass is really bad though. I just have to say… But a few are really good. But man, the decision to nuke all the old textures seems pretty bad. From what is being said here most people are upset at the fact that the update will completely change the look and feel of ALL of their projects. New textures are welcome of course, who doesn’t want variety? But it’d probably be a great idea to revisit the idea of replacing the old textures completely.

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Here’s an idea that would let you force this update with no load time increase:

Let us apply custom textures to terrain. Then release the old textures as Roblox assets. Finally, make us tools to easily find and replace textures on terrain and parts, so that way we can easily revert to the old textures. Win win!

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Stop the cap bro. These textures are way too cartoony and take a lot of depth away from bigger builds. Sand is way too detailed and didn’t even need an upgrade in the first place.

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Correct me if I am wrong but, I don’t understand the point of this feature.

RDC talked about how materials weren’t supposed to fit one style and magically, this feature completely disproves that. I don’t see the point of causing all this havoc over style forcing and changes that quite frankly don’t have that much relevance to anything but, an overall digression to the platform in terms of developer limitations. All I see here is an attempt to continue to overly saturate the low-poly style. Roblox is already seen as a kid’s platform. Roblox is trying to become serious and I really think that this doesn’t make it serious at all. Restricting basic customization in favor of a predefined set of materials only fit a specific style and the occlusion of any other style in the millions of generated games/experiences on the platform doesn’t make much sense. It’s one thing to do this and have the ability to expand but, there is none.

No platform out there other than Roblox forces textures and styles on people. Not a single one. No game out there will always use the same styles. None. So, as a developer when I see something like this, it really bothers me and really doesn’t make me want to stay on the platform. As a developer, I see Roblox as a potential way to increase my portfolio and to reach an audience incredibly fast without much work. When I dive into the more technical aspects, I see a platform that is so invested in tight control that it actually affects the UX, ruins basic features found in every other platform that competes and completely misinterprets what developers want. Every developer that I have ever encountered both in the industry, here and elsewhere have always moved to a platform that allows the most freedom for the least amount of cost. Roblox doesn’t cost much but, the amount of limitations and restricts or rather, the pure fact that as a Developer, I am treated as a kid is appalling and needs to change. This feature seems to highlight that fact.

The platform should capitalize on developer freedom and finding a way to properly decouple limitations into features that allow the content on the Roblox platform to evolve. Providing a non-expansive default list of materials that barely have any value or unique factor across any game is not exactly viable as a game creator. Especially when the games that look different and approach different styles are the ones that do better simply because people are tired of seeing the same thing.


How it is without this feature:

Despite being able to change color, I am locked to very bland materials.

How it is with this feature:

The exact same because, the icons haven’t changed.


Simple things like adding leaves to a grass material is cumbersome simply because, I am confined purely to this list. Any work arounds to this are worse UX and require me to import my own texture as a decal and replicate the decal object for every side that I want the texture to be shown and then, manually set the face and texture image for each decal object. Doing this over and over is not only costly but, can be completely solved by making this one specific feature more customizable.

It’s a decently-sized issue in my eyes that the Roblox platform and the games / experiences inside the platform for people to play all feel the same. It’s a bit odd that this hasn’t been taken into account and hasn’t been properly assessed or acknowledged publicly.


Possible Solution: A market that allows developers / creators to publish textures. On studio, instead of a list, it would compile a list of textures that you can use in your game with the addition of uploading your own that would be vetted through the exact same moderation process as every other image-related asset on the platform.


tl;dr: Stop forcing styles on people. Low-poly is overly saturated. This entire feature completely misinterprets the actual issue of most games on the platform looking the same. If anything, it encourages it even more. More unique games = more unique experiences. Same styled games = same content = no variety = poor engagement. If you were a player, you wouldn’t want to play the same game or game that feels the same over and over. Why should this logic be thrown out purely at the developer’s expense?

9 Likes

The sad truth is it doesn’t even move the files - it just redownloads everything before completely deleting the old version folder. I’ve never seen a more inefficient and poorly built update system (even Windows 10 isn’t this bad at updates).

6 Likes

That’s still not a lot. For comparison, using one sleeping tab on Microsoft edge uses 6% of RAM.
Then again, 4% is with standard 6GB RAM. Apple’s iPhone 7 has a measly TWO gigabytes of RAM, so it would be 12% on the iPhone 7.

That is a lot when you consider how much space everything else takes up. It is a percentage of total RAM, not negotiable RAM that is available for general purpose usage like game memory.

You don’t have access to the entire pool of RAM on a device when you run a game. The OS takes up RAM, leaving the rest for the other processes to share. That can be anywhere from 5-25% or even more depending on the device and OS. I tried looking up the iOS figures for mobile earlier, but couldn’t find any so I can’t give exact numbers on that, but it’s certainly going to be non-negligible.

You have any background processes the user is running, including browsers, messaging apps, etc.

The game’s render buffers and other textures are going to be taking up RAM. There are usually several different render buffers, resolution size textures, that are used in graphics pipelines that are used to perform various steps of the pipeline. You also need to take into account fonts, UI assets, and so on that the base game uses. The entire engine executable is going to take up RAM because that is what allows the program to run.

Then after all of those pieces of the pie are cut out the RAM that is remaining needs to be shared between downloaded assets, memory used by scripts, the objects in the game hierarchy, and so on.

That’s why 1-4% is a considerable amount of memory to use. It isn’t 1-4% of the usable memory. The percentage of usable memory is a far higher percentage because the amount of usable memory is far less than the total device memory.

I don’t know the figure for memory usage that Roblox is aiming for to support low end devices, or the amount of resources they plan on allocating towards just materials, but I’m sure that it played a big role in the decision making process.

Anyone reasonable will close them if the game is lagging.

That’s true. I remember my sister trying to play a showcase on iPhone 7, which has 2048MB RAM (2GB). She got up to about 1900MB before the device crashed, probably because of a lack of RAM.

Roblox performance stats get angry if you’re using over 200MB of RAM, which is totally unachievable. The lowest I’ve ever managed to get is 393MB (possibly because of cache), and empty baseplates still use 450MB (Android) or 490MB (iPadOS).

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NO WAY. Can you please have a community tutorial on how to do this? I’m sure everyone would want to know how you can use them in Blender.

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This occurs with the old materials as well, and is more noticeable in some cases.

If you don’t believe me, get the old metal, and make a cylinder with (2.2,0.1,0.1) size. It has an edge around where the texture cuts off and is relatively noticeable.

In fact, the new metal is less noticeable with this issue, for it is a few scratches on a shiny surface.

Please redesign the brick textures. They pass on too much of the white cement which therefore makes the bricks seem lighter. I use brick a lot when I build and the new brick material feels like a cheap texture. It feels way too flat and does not blend with lighting in a realistic way.

Here is an example:
this image is an example of a mostly unfinished build of mine. Please look at how the light is shown on the brick. The white cement does not affect the look of the brick.
(Old Materials)

This is the image with the new textures. It puts white through too much and shows faint tiling when viewed from a distance. I have future lighting enabled for both of the images however the new brick texture makes it look as if I am using shadowmap due to its poor quality. This new brick texture does not bring realism. The brick feels fake and holds no imperfections like the first image.
(New Materials)

If any roblox staff read this please either revert the brick texture or try to copy it more closely. All the bricks for the new brick material are the same colour with very little texture to them. This new brick material gives builds very little realism which can be damaging for old showcases which depend on the old brick material’s qualities. If roblox decides to go ahead with this material please give an option to use the old materials.

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I thought Roblox wasn’t forcing this update anymore. Why do some people still think it’s being forces to everyone now?

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All they said was that they’re going to postpone it. There’s still a very good chance that it’s going to stay a forced update.

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Not if they figure out a way to have both coexist.

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I doubt it, because they said “in favor of optionality”. However, I also acknowledge the fact that such a possibility is still wide open and plausible.

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It does, because real life bricks are more like the new texture.

However, it only appeals to modern-styled bricks, as opposed to the old brick texture which was also realistic and used everywhere.

Overall, new brick is merely a slight downgrade of the old counterpart.

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In theory, this already exists to a certain extent. It’s called the Library, accessible via the Toolbox. However, I am also very well informed about the risks of free model usage.

I personally have uploaded a pavement texture (and a wet version), but it’s not open source on the Toolbox, because I’m aware that others may steal it and reupload it with viruses, so until this is fixed it never will be uploaded by me on the Toolbox.

1 Like

I personally like and dislike this update. I got to admit that some of the new textures are really realistic and they look very cool, but forcing people making changes of textures won’t work. As stated in A LOT OF POSTS up there, a lot of things just don’t matches the scenario. Even some bigger experiences (sorry guys games is now banned) are getting affected by this, Jailbreak and Piggy are a really good example,. If you played both games before, you will know that how much changes is that. Luckily Roblox right now stopped this update, or else a lot of things are going to get ruined.

I’m not denying that, I’m just correcting a misunderstanding. Roblox didn’t confirm that the update was not going to be forced, only that they would withhold it indefinitely.

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because that post has been flooded with more comments and hiding it, so i don’t think that many people know that it has been postponed, unless they saw other replies or watched Konekokitten’s video on it

2 Likes