About
What is RADIUS?
Deriving from the Latin word of “Ray”, RADIUS is currently the fastest path tracer* on Roblox and is the first one to completely introduce PBRs (Physically Based Rendering) natively without rasterization. It extensively uses parallel luau and OSGL to leverage its speeds.
OSGL is the fastest EditableImages wrapper for Roblox. RADIUS serves to be the flagship of OSGL by demonstrating most of its features.
*claim pending; awaiting performance metrics and testing
Why make RADIUS?
RADIUS was initially inspired by filiprodak’s raytracing test place, and it is the spiritual successor to my first Raytracing Engine place which surpassed 8K+ visits. However, many bugs are known and the place is not easily maintainable. RADIUS aims to be better in every way, and to represent as a more complete product by making it more accessible, modular, and easily maintainable. The main catalyst for the RADIUS project was Sebastian Lague’s video on the subject.
Who is making RADIUS?
As of now, I am responsible for developing the project. Luau and engine optimizations goes to the main contributors of OSGL. There are also countless other supporters suggesting ideas including but not limited to:
How performant is RADIUS?
Currently, RADIUS outperforms all other path tracers of matching quality. Our goal is to make it easy to navigate the workspace by providing a real-time preview of the scene (similar to blender’s viewport). In a simple scene, we can achieve 30FPS+ on a 256² display*. In a more complex scene, we can render 2048 samples on a 1024² screen under 15 minutes*.
*Tested using an intel i5-12600K; performance varies across hardware. Complexity of scenes can vary render speeds. Parallel luau does not yet use all cores in-experience; measurements made in-studio.
Where is RADIUS?
RADIUS is still being developed and optimized. Once we feel like it is ready, we will open source the whole project!
Planned features:
- done
- being implemented
- incomplete but planned
- cancelled for not being in scope, but might be added later
- PBR Materials
- Albedo/Color
- Normal maps
- Roughness
- Metalness
- Traditional Materials
- Diffused and Specular reflections
- Transparency / Refraction (supports convex meshes)
- Emission
- Post-processing
- Denoisers
- Bloom
- (anti-aliasing is done without post-processing)
- Spheremaps
- sRGB implementation; HDR is not planned
- Dynamic workspace
- Changing colors in real-time
- Changing materials in real-time
- Changing environments in real-time (spheremaps)
- UI
- Render preview
-
Object editor - Resizing render resolutions dynamically
-
Support for higher resolutions (>1024²)