I can confirm this, I first noticed it a few days ago except it was with the decoration property on terrain.
With shadow map it has AO and with future, it doesn’t
– Future
– Shadowmap
Also If I must add I noticed they removed the 2nd rendering property for your graphic levels?
It use to have 2 one for manually editing your runtime graphics in studio and the second being your Studio Graphic quality. They’ve seem to have removed the studio runtime one.
– Current
– Few updates ago, Not exactly sure when this change took place.
this has been a bug for a few weeks, both in studio and in-game
ambient occlusion is just a lot weaker with future lighting for some reason, and it seems to gets even weaker depending on how low the Ambient/OutdoorAmbient values are. when both values are 0,0,0 then it completely disappears.
Yes, it’s still an issue, and it got worse today, ShadowMap is missing ambient occlusion too, making the feature completely gone on all types of lighting as of now, not just Future.
Bump, this is still an issue, I want the Ambient Occlusion but also want the dynamic lighting effects of Future. I can’t design realistic games while having to choose between them without even the option to switch Lighting Technology in-game using scripts.
Update: Roblox does have Ambient Occlusion on Future lighting but only on very dark areas that are already covered in shadows, this is NOT realistic when you have something that is small but in high quantity that isn’t able to cast a shadow but would be able to cast a soft shadow like in Real Life.
As @gato_todomenso already mentioned, this is intentional behavior.
When comparing Future and Shadowmap, the former has much weaker Ambient Occlusion (in certain cases).
Although, is it more realistic to have weaker or stronger AO?
I’m assuming that’s what ROBLOX intended with the system (or its just roblox’s engine…), because on here, despite all the tools, somepeople make flat games. so the AO effect gives it a nice pop, reducing the flatness.
yeah, honestly I think it should be up to the developer to control this, realistic or not. unfortunately, the roblox engine doesn’t give developers enough artistic control over certain things compared to most modern engines.
developers should choose how their game should look.
it’s really annoying, also not to mention how unoptimized shadowmap ao is. in some cases, the same build (no local lights etc) will run worse on shadowmap than on future.
in general, its hard to choose because future is also buggy for many if you use too much lights. i wonder if occlusion culling’ll factor lights and shadows, as the lights anyways already have a LOD in place
@Gucci_Dabs222, I recently checked for myself, and it seems ROBLOX have slightly improved the AO on future, or maybe I’m just tripping. It seems to more accurately occlude stuff, and it doesnt just plaster it everywhere. In about every case, it was better than shadowmap, especially since shadowmap puts the effect everywhere innacurately. Nice