Was going to write a Engine Feature request for this, but going to bump this instead.
Having Screen Space Reflections would be miles better than the pre-computed reflections that are only available if you turn EnvironmentSpecularScale to 1.
Was going to write a Engine Feature request for this, but going to bump this instead.
Having Screen Space Reflections would be miles better than the pre-computed reflections that are only available if you turn EnvironmentSpecularScale to 1.
Bump- SSR or Parallax Corrected Cubemaps (if set up correctly) could work great, ray tracing would be… well, meh because it will lag the living heck out of the Roblox engine.
SSR on geometry works nice, and just to fix the interior cubemaps, maybe do it like CS2?
How CS2 does it, is that it renders a parallax cubemap but for dynamic meshes (un-anchored parts), they aren’t visible. Roblox, let’s add it as an instance type?
SSR would work well but again, it will disappear depending on the angle, and Roblox doesn’t even have a fade out for the SSR in the water so I doubt they would add it to geometry either.
I’m currently having to rely on a bug with glass and highlights to achieve this result, which was extremely time consuming and is very limited.
It is clear that the roblox engine can handle screenspace reflections, even if limited. As seen by this, and water.
A proper solution for real-time screenspace reflections for parts or even just materials would make this effect both easier and look much better.
How exactly did you do this? Do highlights make it so the object is always rendered?
2025-11-26T00:00:00Z
Oh hey that’s cool! I made a video on your game. Isn’t that the one where there’s a monster with red eyes and you shoot at it? Very good game. Made some nice memories with someone playing it. I was surprised by how well the reflections were done in the mud.
I noticed that the bug with glass and highlights is a little inconsistent as anytime I would try to use it, it would look like a mess.
Why do Roblox’s engineers need to dictate the performance of our games? That should be left up to the game developer, and there are plenty of other ways to make your game lag than having much needed features. Currently the engine lacks many CRITICAL features and it seems that our requests either get ignored or are responded with “it’s for performance reasons”.
Bump. We NEED SSR (as well as a rework for their voxel light grid which is currently on hold. (FiB season 2 when?)
Apparently the fired the FiB guy. It will likely never continue. Hope I’m wrong but don’t think so.
mmm whatcha say? we will have no more fib seasons?
He left willingly https://zeux.io/2023/11/28/it-is-time/ but considering the way Roblox is going right now i don’t think we will get lighting updates any time soon.
this was made with ssr btw, this is a 13+ year old video, imagine what developers could do if they had this nowadays
roblox can also make it so we can choose the reflection method, because some games dont want to use ssr, because its more expensive than cubemapping.
but screen space reflections are real time while being much cheaper compared real time cubemaps
thats because they are able to only access whats on the screen. Things offscreen or occluded disappear
I actually implemented this as a “hack”. This is not using reshade. It actually created a modified shaders_d3d11.pack but it also had to use a small bit of injected C++ code since it required extra data. I actually implemented SSSR, not SSR (SSSR has the benefit of being able to properly blur reflections for rough materials. SSR struggles at this.)
If only the team for handling graphics would do this ![]()
I think the bigger issue is that they’re held back by their business model and that everything has to load quickly and run smoothly across every platform, from a high-end PC to an entry-level phone. So it’s not that better graphics or more advanced features are impossible, it’s just probably going to take a really long time for Roblox to fully get there.
Hopfully it’s too far off now, especially with Roblox’s teen + adult audience growing so fast. They’ve clearly been focusing a lot more on the graphical side this time around.
i guess we will have to bump this, bumpy bump