Why is there no ambient occlusion effect when I switch to future lighting

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
image

– Shadowmap
image

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
image

– Few updates ago, Not exactly sure when this change took place.
Screenshot 2019-04-16 at 21.47.19

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Try playing the game, this might work?

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even in game (outside of studio completely) the effect is still gone

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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.

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this has been happening to me for a couple of weeks now

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It’s 2022 and this is still happening. Pretty disappointing. Has this been reported as a bug yet?

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This “bug” is an intentional behaviour by Roblox.

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How so? Doesn’t seem like that would make sense or that it’s a good idea.

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This is still an issue? Hard to achieve realism in games when you have to choose between realistic lights or realistic everything else.

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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.

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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.

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Me too, globally as well, on every project of mine that has future lighting on.

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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.

This is shadow map, the ambient occlusion makes everything look more beautiful and runs faster than future:

Max graphics same environments
Future Lighting AVG FPS: 40-45
Shadow Map AVG FPS: 60-70

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Bump, still an issue. The change is so noticeable when switching the technology.

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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?

To explain, visually:


Roblox Future technology:

Blender Cycles:

See how a much more realistic pathtracer doesn’t produce the same types of strong AO we see in Shadowmap?

Roblox Shadowmap technology:

It seems to me that some believe “more AO = more realistic”, while it most obviously is in this scenario.


I am by no means an expert on this, far from it, but these are just some observations I’ve made.
Anyways, Elttob explains it best here:

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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.

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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.

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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

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@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

I’m not sure when this was added, or again, if I’m just insane, since it actually started becoming apparent a few days ago.

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