Honestly seeing all these complaints about Future Lighting (don’t worry, I notice lag as well) wants me to reach out to @vrtblox to see if anything has been done. In the past few weeks I’ve felt less lag from FIB3 but it’s not enough.
It’s basically logic. 2 instances > 1 instance, so data must be fetched from instance 2.
But it’s still pretty good performance wise, I don’t find it laggy at all.
This is a question I can actually answer without using the arguments I’ve used before that are exclusive to personal, artistic reasons. As a matter of fact, I think it’ll be intriguing to explain this. More likely than not, the reasons that I’ll explain may not be Roblox’s reasons exactly, but are generally the same in principle.
The general model for making games, especially good ones, has changed over the course of literal decades to centuries, depending on what kinds of games you want to talk about. In recent history, there has come to be a general rule of thumb in relation to games and players. Generally speaking, there are three broad categories of players. Some of you may be familiar with this model, but these are the categories:
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Timmy: The biggest demographic in a game. All around cool dude, people enjoy this kind of person in the general sense, and just cares about having fun.
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Johnny: The “core” demographic in a game. They push the limits and test the boundaries of a game and cares about the “style” or, rather, how crazy they can get pulling off one thing.
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Spike: The hardcore demographic in a game. They constantly play to win and cares more about the grindy and winning-aspects of a game.
Why am I explaining this? Note what I mentioned about Johnny. They are essentially the core player base of any game and, possibly, the smallest part of a player base. However, despite what you may think, Johnnys hold possibly the most influence in relation to a community. How so?
Stick with me here, this is going to be a long way of answering this but will be in-depth to the point where you should be able to answer this question yourself the next time you find yourself asking this.
REAL BRIEFLY, in the real world, if you are aware of the scientific concept of game theory, then you may be aware of something called dominant strategy. The general rule of thumb in dominant strategy is that if you want something or want to achieve something as much as possible, you will cut down and remove as many options as possible in favor of more opportune actions to maximize on the output. A good example of this is that in order to hang out with friends as much as possible, you’d cut down on chores, speed on the highway, and schedule with them more often. Scary, but efficient. But how does this tie into the previous example of a Johnny?
Johnnys push the limits of a game. They travel to uncharted territories, develop new ideas and strategies all around. To make this more clear, you can think of Johnnys as developers (of course, not every developer is a Johnny). There are some developers in this game that will push the limits of Roblox, find new ways of making exciting and deep gameplay, and make a well-rounded, all around fun game. Whatever Johnny does excites Spike and makes him want to try the stuff out (either just playing the game or even developing as well), though they aren’t as keen as Johnnys.
As a result of these two demographics growing as the result of Johnnys pushing the limits, you have Timmys joining in to play the games that Johnnys and Spikes make and play. If you want to make a chart, it’d generally go:
By appealing to the Johnnys in the community, as well as consider the appeal to Spikes and Timmys, you create a feedback loop for a community to grow and thrive so long as the assumption that the updates and features you provide to a game or community is good is true. You can have Johnnys join as a result of Spikes and Timmys, Spikes join cause of Johnnys and Timmys, and so on and so forth. However, the one model that remains consistent and true is that by appealing to Johnnys, you create Spikes. By having Johnnys and Spikes thrive in a community, Timmys will be attracted to whatever it is that both Johnny and Spike play or make.
The means for how they show up to a community or game can vary almost infinitely in terms of the specifics. However, in reference to what makes a community grow and thrive, this is the general reasoning and model that is behind it. To bring it down to Roblox terms, Johnnys make a game, Spikes play the game as experienced early-veteran players, and so long as the game is given good updates by the developer Johnnys and player Johnnys, Timmys will show up.
Some of you that have gone down this far will probably have difficulty wrapping it all together to some capacity if following the names is difficult. On the other hand, you’ll probably also call this crazy. Let me wrap this all together though. The question asked by @asimo3089 regarding why Roblox doesn’t just launch the update as usual is actually plain and simple. Let’s break down the two big reasons as to why they would do this:
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This website, the Devforum, hosts Johnnys, Spikes, and Timmys alike. In reference to Roblox, the Devforum acts as a general hub for “Johnnys.” Every update back then before the Devforum and even during the existence of the Devforum has had a less open decision-making process behind it in reference to appealing to everyone. In the effort to make Roblox into a strong development platform, it’s a no-brainer to ask your core demographic, the Johnnys, what you should do for particular matters, especially those that affect the appearance of your game and the general “artistic” direction of it, as a result. Regarding new built-in materials, it’s somewhat important to ask this hub of Johnnys for feedback and criticisms regarding something that will affect the process in with Johnnys develop environments and builds. After all, Roblox has become a game hub for developing, it wouldn’t make sense for Roblox NOT to ask. Simplified: It makes Roblox a better development platform overall and has better general appeal. It’s basically a safe play for something that could potentially spark harsh backlash from the now big development community. It’s basically the frosting and plate to the cake.
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By appealing to the hybrid of Johnnys on the Devforum, you help to ensure that what you made has a better chance of being “integrated” into the community. Roblox did not need ask people here on the Devforum their thoughts on update coming soon, but then you cut back to reason one. In order to explain reason two, you have to recall that Johnnys like to experiment. Johnnys inherently like options in order to pull of what they want. In order to get what they want, they will cut down on as many options as possible, consciously or not, and maximize on the options that get them what they want. Taking this into consideration, Roblox has to ask for feedback from the community on this as this is a matter that legitimately appeals to the core demographic of Roblox since developers like options and personalization. Simplified: It appeals to the core demographic, the Johnnys, which will draw in even more developers. Ties into reason one. It’s the “meat” of the cake, so to speak.
Although this, in and of itself, may sound convoluted, questionable, and difficult to understand, all you need to understand is that Roblox isn’t what it used to be, not to say that under negative connotations. If they want to grow, they’ll take the steps they need.
Your thoughts that no one complained about updates in the past is true. Your arguments that people in this thread right now have questionable reasons and arguments themselves is true. However, as you know yourself, just because Roblox did something one way doesn’t mean they have to keep doing it that one way. Although there are multiple instances in the past where Roblox did not ask for feedback, there are also a number of instances now where Roblox asked for feedback and received generally good results.
I suppose the best way to answer your question is to ask this:
If you wanted to get someone a soda, wouldn’t you ask what kind of soda they’d want?
tl;dr:
That’s not quite right: The renderer is decoupled from the rest of the engine, and they’re connected through property changes. The 2 instances actually cost exactly the same thing as 1 to render most of the time, there’s only a difference in cost when you change one of the visual properties.
I agree. The tiling on textures such as sand and concrete is really visible from distances (which is a big problem in my game, which involves flying) and makes it look terrible. I really want them to make it so that the tiling isn’t as noticable.
Simply give it a chance instead of hating on it
Just wanted to put this out here, found this work on Twitter by a user called @xJenny_Beanx I’ve seen everyone rant about it but it’s either because their games got wrecked and they don’t want to re-do it or they don’t like the textures since it doesn’t suite their needs. Either way, I think this represents the new materials greatly. (I also understand it’s different lighting but anyone is capable of this)
theyve gone over why they cant keep the old ones:
i personally think the version they are about to release should get some feedback and release it after some changes to fix these relatively small issues, but i doubt we’ll see that due to the sheer amount of toxic replies rather than constructive
I feel as if Roblox should create a selection menu if you click on the materials icon for legacy or updated materials like the play options. And before you load any game up when the update comes out it should ask you what maerials you want to have on your parts as default so a menu saying legacy or new.
Thanks God and Sorcus’ team. I guess it would be good to make something like switcher in studio of new and old materials. Like lighting technology has. Mixing new and old textures would be weird anyway. A lot of roblox games have atmosphere which would be ruined with realism, but some need the realism.
YESSSSSSS
Im so glad this wont be forced anymore…
As for some feedback, the NEW materials look amazing and I love them, but the OLD REMADE materials are ehhhhhhhhh
So I would love to maybe use new AND old materials at once in builds? Would bring a lot more possibilities but not replace the old ones
That isnt the problem.
Adapting is good but there are games made using specific materials, like the bug with the glass and many more. You cant just force it. And maybe some builds wilö look less good with the new materials (it dosent mean that because they are new and look good that they match everywere and with every build)
And specially here where roblox may allow to use both new and legacy, life is about adaptation if you are forced too, but here there is no good reason to force it
I definitely agree, most people dismiss the update as trash because they are not bothered to put much/any effort into changing their games. Roblox as a platform is growing and we can’t always stay with the although charming, legacy textures.
Thank you for this,
Obviously we weren’t grating on this for the sake of being negative but I think this is a much better outcome.
The biggest issue, I think, was how this would negatively impact some games and just remove their options in terms of textures with multiple use cases.
Glad to hear this was reconsidered! Also glad that it is still going ahead, just in a better way.
Anyways, it will not be forced anymore? So that s a good point
HUZZAH! IT’S NO LONGER FORCED! GRANITE AND GRASS SHALL LIVE AGAIN!
But even if for some reason they changed their minds again, which I very much hope that will never be the case, I tested the new materials on my game, here goes:
This is with the old textures. See the classic beauty of everything. So divine and perfect.
This is with the new textures. As you can see, everything is messed up, and all traces of a classic style is now erased due to modernization, and will postpone my game’s development by many years to come. Look at how ugly everything has become. And if you haven’t noticed by now, this is sarcasm.
So yeah… if you game mainly uses plastic and surfaces, it won’t get affected much. So yeah. Very cool that Roblox has decided to have second thoughts about the update.
yes I am relieved…soooo relieved
So, except you are a builder or scripter or similar you cant understand what it meant. You cant replace textures like that, you cant forcd someone. And dont call people lazy: imagine building a game for 1/2 years, this comes out and you have to properly DO AGAIN the work part with terrains. In some cases you would have to make the game map from scratch again because the nee material dosent fit anymore. It s all about stiles and look, it dosent mean that because it s new you can just replace the old materials like that
If somebody spends a year building a map for a game, using a specific art style tailored to the old textures and then this update rolls around and was forced, they’re not going to be happy, are they?
You can’t expect everybody in that situation to rebuild their map, it’s not fair and cuts down time they could be spending on updates.
If someone has enough time to spend a year on a game I am quite sure they can spend a few weeks selecting and modifying parts???
I agree that them rolling this out with no toggle would have been very messed up but you can’t tell me that a lot of people were overreacting.
turn up your graphics. its hpw they allways were to improve preformance, thats the whole point of graphics sliders.