I have a SurfaceLight casting light downwards onto the floor below the camera, however the light also ends up catching that desk on the upper floor, making the light have to cast a shadow of said desk, but its not casing the shadows correctly, making these shadow artifacts show up with this weird spiky pattern.
As of my knowledge, this appears to be caused by roblox’s lighting grid that SurfaceLights use to cast light and shadows while maintaining performance and resource usage to a minimum.
The other lights in the background do not influence this issue in any way, after taking the initial screenshot i tested it without any other light sources present.
I tested with every graphics API and (mostly) all gave the same result, with the exception of OpenGL which appears to not render Future-Is-Bright, completely ignoring it.
System Information:
- Windows 11 (Heavily Modified)
- Manufacturer: HP
- Intel(R) Core™ i5-10400 CPU @ 2.90GHz (12 CPUs), ~2.9GHz
- 16,384 MB RAM
- NVIDIA GeForce GTX 1650 (Integrated) (Full Display Device)
- DirectX 12 (DirectDraw Acceleration, Direct3D Acceleration, AGP Texture Acceleration)
Some more artifacts present:
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