Post-processing effects

will we eventually be able to change the color of sunrays like the gametest version?

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Awesome. I’m probably most hyped for anti-aliasing though :smiley:

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Why didn’t you reply to the thread that you wanted it smaller? I could easily do that.

Also… got to love this idea for an alarm system.

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I was looking forward to using blur for gameplay elements such as effects/transitions/etc, but since not everyone can see it, I don’t think there’s much point at all in using it… It’s not an aesthetic choice either like SunRays because who would want to play with a blurred screen. Is there no way we could force all quality levels to use it? I know some computers would struggle to run it but I’d rather have that than nothing at all. Is there not some way to reduce the quality of the blur to make it easier on low-end PCs/Mobile?

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Dopeness

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Just so everyone knows, my slider is updated to be 50% smaller.

Edit:
Also, Anti-Aliasing support should be pretty cool to have. I may have integrated graphics on a 4th generation Core i5, but it works.


Any particular AA type you guys use?

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Sooo many possibilities! Best update since particles :DD

<img src="//devforum-uploads.s3.dualstack.us-east-2.amazonaws.com/uploads/original/3X/a/7/a7394289f6919738847350ce4197f264f5f190d2.png" width=“690” height="414

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trying those effects with my WIP Cbr!

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SUNSETS.

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I don’t really understand where this is coming from :frowning: Your transition will not look as good for people who can’t see blur - why is this a problem?

We can double check but blur is very heavily optimized and I’m not sure we can enable it everywhere.

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Survival game that blurs your camera during snowstorms when you’re getting pelted in the face with snow – only way to stop eye blur is to look straight down so snow isn’t getting in your eyes. Feature is meant to force-cut players’ view distance, but allow them to look up in short bursts to get a general idea of where they are… except people below the required graphics level are free to look directly into the blizzard 100% of the time.

This one isn’t appropriate for a ROBLOX game, but a Skyrim mod puts you into a “drunk” state when you drink too much mead/ale/wine, and both blurs your camera and makes it difficult to control. Want to drink mead to regain stamina in a fight? Risk losing your sight to your eyes being blurred a bit in a trade off for that stamina. If this was ROBLOX, drink the mead to your heart’s content because your vision will never be blurred at low graphics levels and all you have to deal with is awkward camera controls.

I understand it’s not possible to enable blur for every device at every graphics level, but this is what jcfc was getting at. You can’t involve blur in gameplay-changing effects because it doesn’t apply to people with low graphics settings.

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The moon should cast light shafts too.

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Finally, I can make my games as beautiful as they were meant to be

(this is a reminder to use shaders responsibly)

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Beautiful :heart_eyes:




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The new effects are amazing… <3
Great job @zeuxcg and team :slight_smile:

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ITT: Everyone posting pictures of the sun with upward angle with partial occlusion.

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Wow, this really helped with the lighting in our horror game.
This is before:

This is after:

Ever so slightly desaturated and colder looking, but it makes a massive difference when you’re actually playing. Not to mention I can increase the desaturation and color tint whenever something scary is going to happen and make it even scarier :evil:

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Pffffft.

https://a.pomf.cat/ezylcv.mp4

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You’re doing an awesome job ROBLOX team. This could be one of the greatest updates yet. Really enjoying messing around with these

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no

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