This is most definitely still an issue and has actually only gotten worse with recent updates. Especially in regard to Particles.
Bumping because Particles with future lighting shining on them, drop the frames tremendously.
The main points that cause lag with future lighting are Shadows
Culling distant lights and disabling their shadows is great in improving performance.
Unloading lights is also a great solution if they are out of view. This is what I have been using in my game and the performance is “okay” on iOS. Android I cant say because most still don’t support future lighting yet due to them using OpenGL ES 2/3 and not Vulkan.
Here are some videos of performance with future if its culled correctly. (Desktop & Mobile)
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Desktop performance (RTX 4070, Ryzen 5 5600X, 16GB Ram)
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Mobile Performance (iPhone 12 Pro, 6GB Ram)
Im working more to unrender lights completely that are behind the player by using Vector3:Dot() and a Magnitude check from the camera to the light source to disable distant shadows. Currently the system above only unloads rooms and lighting alongside StreamingEnabled helping with memory management.
I made a similar system for one of my cities because of how bad the performance was with lights. I turn off the shadows at a distance and the lights completely off at another distance. Do you actually remove the light Instances from the workspace or just turn them off?
I parent them to nil
. Same with meshparts. Although I do not recommend to do it with meshparts with streaming, i believe it causes memory leaks due to desyncing, StreamingEnabled is literally unusuable.
I parent meshparts to replicated storage with streaming. I hope it doesn’t cause memory leaks. I parent them back in at a certain distance so that they get streamed.
Does parenting the Light Instances to nil have a better effect than just turning them off?
Im not sure. I havent checked how much of a difference it makes.
Hello!
Future Lighting is costly in performance and we’ve done several optimizations since this original report, but it remains an expensive technology.
@r_r are you still experiencing unusually low performance with Future on your setup?
Hello!
I will close this ticket for now, since we would need more details to be able to conclude it’s an unusual performance issue. If there are additional information like a repro placefile and details on what seems unusually slow with Future anyone would like to share, feel free to add to this thread! We’ll be happy to re-open the ticket and look further into it.