Hello. There’s some genuinely terrible issues with the lighting engine i really need to report. All of these are about the Future technology so some of these points may not be valid for other technologies.
first issue, which many have encountered, is light being illuminated from corners:
this ruins ANY atmosphere that was built. As far as i know you can only fix this via these 2 unpractical methods:
- Cover the entire corner so you cover the light too
- Change your outdoor ambient to either very bright to mask it or very dark.
these methods are of course unpractical due to the fact light size varies by the size of the room.
This bug is consistent on all graphics levels I’m pretty sure.
Edit: you can actually fix this by duplicating the wall, making it thinner and move it inside the wall. This blocks the light for some reason.
Light are VERY laggy (especially on lower graphics)
this can be unplayable. games like doors suffer from this since not only are there visual cues, but flashlights and lighters too. this basically makes graphics under 4 unplayable since it’s awfully tedious.
Lights load very slow (and there’s no way to tell when lighting loads. Perhaps make a lighting loaded event?)
Sometimes it can take up to 10 seconds. Usually, it’s around 6. This also affects doors. Here’s a video: https://youtu.be/04xBh9j2VTY (unrelated game showcasing the issue)
There’s no way to play with better lighting due to the fact graphics are tied to a lot more, like render distance.
Mobile lighting ALWAYS looks pretty bad no matter what graphics level you’re on. While this makes sense, it looks genuinely awful (like graphics under 4 except it’s for all graphic levels)
There are multiple issues, and people left feedback in this post (original post contained false information, read replies): https://devforum.roblox.com/t/robloxs-lighting-is-problematic/2178736/
While multiple people have reported issues with the lighting engine before, they have not been fixed. Please leave more issues in the replies.
Possible solutions:
I don’t know how you’d fix the corner issue but it totally is not hard if you actually work with it.
There should be an event to tell if a point/spot/surface light calculated.
To fix the graphics problem, they could have 2 sliders for lighting and render distance, like zfeatureharmony had:
it was genuinely a good thing, and could be simplified to be usable by anyone.
Issue Area: Engine
Issue Type: Lighting
Impact: REALLY high
Frequency: Constantly
Wish at least some of these issues were fixed. I know this post hasn’t been written too well, but these issues have been bugging everyone.