I’m experiencing this weird behavior within both Studio and in-game, relating to the point lights I’ve set up. There’s this flickering effect present within the interior, and I’m unsure whether this is an issue with the way that I’ve set up the lights, or whether its an issue with the Future lighting settings itself.
I have my point lights set up throughout the room within two rows, each separated by a five stud radius, at the brightness of 0.5 and a range of 8.
The gif below shows the behavior I’m experiencing.
Can anyone give me some tips on what I’m doing wrong and what I can do to fix this?
That’s odd. I tried replicating your lighting conditions and didn’t have the same happen to me. Have you made sure the parts containing the lights are anchored? Is the light source blocked by any other parts?
If the answer to both of these questions are no, try opening a new baseplate and copying the lights in there. If they don’t flicker, add the whole map into the new place. If they still flicker, the problem could be with the parts you use.
Try reducing the number of lights in the area.
The future lighting seems to be giving off this type of strange behaviour: I would recommend switching to shadowmap or another technology for now. You could also remove shadows but doesn’t seem to be the best thing to do, will fix it tho since the bug is in the shadows from what it seems.
I turned shadows off for now. I believe it was due to the engine trying to render the shadows for all of the different point lights at once, which appeared to conflict with the light near it trying to render a shadow of its own and so-on and so-forth.
I noticed this happening when a part with a Point Light is phasing through a wall, depending on your camera’s view you will get it to flicker, my suggestion is to either turn it off temporarily (as you did) or make sure they are more spot out.
Dang, you had it worse than I had it. I really hope Roblox gets to this issue as the future lighting engine is so beautiful and I already use it in some of my games.