As a roblox developer it is currently impossible to use the EnvMap system correctly to create realistic worlds, it needs a massive rework and here is why.
I have been facing massive issues with EnvMaps in my game as of recently, they look quite literally terrible and cant be controlled. Which has led me to further dig into roblox by using a multitude of tools such as RenderDoc to figure out why the EnvMaps look and behave so poorly.
Currently from what RenderDoc has shown me, EnvMaps are “generated” with a resolution of 128x128 pixels. How do I know this? Using RenderDoc to dump the current rendered frame shows the EnvMap 2D Render Target texture. Which as shown below here.
Now, this is a masssive issue because of how terrible these EnvMaps look on objects that clearly show the reflection of these EnvMaps.
Here is a great example of my game as to why these look awful.
Which leads me to my 2nd point.
Please, for the love of god let us control the placement and resolution of these envmaps. Static Cubemaps that are pre-baked are not only more consistent, it can be even better as implementing parallax corrected cubemaps is a possibility here, essentially fixing one of the issues shown above in the video. I currently cannot express my absolute hate towards the “automatic” generation and placement of envmaps. Sometimes these end up generating near a neon surface and will make every single specular object look like it became the sun.
This is a great video that explains the usage of parallax corrected cubemaps.
So please, can we developers finally get a more functional implementation of this feature that isn’t MEANT for mobile for once? I know mobile devices aren’t the most capable devices ,but having pre baked cubemaps that are static are not impossible on mobile. Unity, Unreal and other engines ALL support them on mobile.





