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Re: ROBLOX Graphics Overhaul concept -

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DoAnAileronRoll is not online. DoAnAileronRoll
Joined: 08 Feb 2015
Total Posts: 5360
01 Jun 2015 10:15 PM
Here's a list of ideas that I've put together over the last since GDC.

- Support for developers to enable Global Illumination with Dynamic Lighting

- Support for antialiasing

- Support for replacing textures in the new terrain with custom textures, and the ability to change their properties

- Support for Inverse Kinematic bones in the animations editor

- Subdividing blocks without changing their appearance (For bending arms)

- Make First Person mode's camera able to be edited ala Unity within the Camera object

- Ability to change water color and swimming animation without damaging reflections and other features.

- Moving liquid

- Make this possible on ROBLOX: https://www.youtube.com/watch?v=8v3GA9jSasQ

- Ability for developers to change FPS cap, or disable it entirely

- Ability for developers to add in post processing, and do things like soft glows, and motion blur, depth of field, etc.

- Make reflections more realistic

- Custom Materials support
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bon50 is not online. bon50
Joined: 24 Jun 2010
Total Posts: 285
01 Jun 2015 10:23 PM
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you do not exist // quaranteed's alt
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jplynn is not online. jplynn
Joined: 30 Jan 2009
Total Posts: 1637
02 Jun 2015 12:13 AM
Moving liquid...


Imagine the lag...
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joeani is not online. joeani
Joined: 17 Mar 2013
Total Posts: 2995
02 Jun 2015 12:27 AM
Support, especially for the antialiasing and FPS cap.

i made a re-texture http://www.roblox.com/Masked-Hood-of-the-Recon-item?id=237913347
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Deafgift100 is not online. Deafgift100
Joined: 09 May 2010
Total Posts: 3958
02 Jun 2015 01:38 AM
unreal engine 4 is so bad
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Zyphyris is not online. Zyphyris
Joined: 03 Feb 2014
Total Posts: 4085
02 Jun 2015 05:34 AM
Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!Support!


"Okay" - Ness
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andy1200super is not online. andy1200super
Joined: 05 Oct 2010
Total Posts: 1091
02 Jun 2015 07:09 AM
I can't really know if this is a real idea or just a troll idea

But why we need anti-aliasing?

This ain't UE4 or a game its a engine

What kind of PC can't run Roblox to add anti-aliasing




Some of this ideas are good

Moving liquids?

You are crazy?

It will require a Medium-End PC to work smoothly with 60 FPS or more
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joeani is not online. joeani
Joined: 17 Mar 2013
Total Posts: 2995
02 Jun 2015 10:19 AM
@andy1200super
Anti-Aliasing makes edges less jagged, this improves gameplay and enhances the user's experience.

i made a re-texture http://www.roblox.com/Masked-Hood-of-the-Recon-item?id=237913347
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joeani is not online. joeani
Joined: 17 Mar 2013
Total Posts: 2995
02 Jun 2015 10:21 AM
Also my sister owns a pc that has a gt 640 and it can run HL2 maxium setting possible at 1080p above 60 fps

i made a re-texture http://www.roblox.com/Masked-Hood-of-the-Recon-item?id=237913347
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TheCedarRobloxian is not online. TheCedarRobloxian
Joined: 31 Aug 2014
Total Posts: 1798
02 Jun 2015 10:22 AM
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barbiegirl123123123 is not online. barbiegirl123123123
Joined: 09 Jul 2011
Total Posts: 4761
02 Jun 2015 10:22 AM
i know some of those words
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DoAnAileronRoll is not online. DoAnAileronRoll
Joined: 08 Feb 2015
Total Posts: 5360
04 Jun 2015 05:26 PM
Bump.
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DoAnAileronRoll is not online. DoAnAileronRoll
Joined: 08 Feb 2015
Total Posts: 5360
04 Jun 2015 05:34 PM
"Moving liquids?

You are crazy?

It will require a Medium-End PC to work smoothly with 60 FPS or more"


That's why there's a little thing called "Graphics Settings".

Just un-subdivide the water for each quality level with as minimal impact to the actual shape as possible.
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