Over the past year, I have been obsessed with creating intense visuals in roblox to push it’s limits to see what can really be achieved on the engine. At first, I thought it would be impossible to create a custom real-time raytracer in roblox. But boy was I wrong. I would like to introduce custom raytraced surfaces in roblox that runs in real time!
This was purely made within roblox and doesn’t use any third party tools, viewport frames, or even beta features. This consists of nothing but surfaces guis and raycasting, which means this could have probably been made back in 2013 (but i guess no one thought about it back then)
In the video shown above, I was rendering about 10 surfaces with a resolution of 15p on high graphic settings. I was also able to maintain 60 FPS when rendering 1 to 2 reflective objects. But when you go beyond that, performance starts to drop. But not an issue!;
PERFORMANCE vs QUALITY:
In the video above, I was rendering only a few reflective objects that are shown on screen on the default settings which are pretty intensive. (about 1 to 3 reflective objects on screen being rendered at once running at a range of about 30 - 60 FPS)
In this scene below, there are 4 reflective surfaces being rendered at once running at 10 FPS on high quality mode: (Which is like running 4 separate mini raytracers at once)
And in this scene, I reduced the resolution to 10p and disabled things like shadows, reflections in reflections, and vsync, and manged to run this scene at about 40 to 45 FPS:
Not even much has visually changed and performance has improved greatly!
I would also like to point out that this isn’t even using parallel lua and still runs better than you’d expect. If I could optimize code and implement parallel lua, this thing would run as smooth as butter without losing visual quality! So stay tuned to that!
Let me know what you guys think about this renderer!
Feedback and opinions greatly appreciated!