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B1Floor B1

Technology

Two systems built for SCP: BLACKOUT carry its atmosphere. BARE lights the air of every room. Sound3DX decides what you hear, from where, and through which door. Both run on your device inside Roblox, with no plugin and nothing loaded from outside the game.

BARE, the Blackout Advanced Roblox Engine

Volumetric lighting

BARE puts air in the facility. A grid of light-catching particles fans out from the camera, and Roblox's own lights shade each one where it sits: haze under the fluorescents, red scatter round an emergency lamp, a glow at every window. Where there's no light, there's no fog.

It's tuned per room through the same room zones the sound engine uses, fades out under open sky, and reacts to the facility's status. Three quality tiers keep it inside the frame budget.

  • Lit by the scene

    Each particle is shaded by the engine's point and surface lights, so the fog shows the room's real lighting instead of a flat haze.

  • Every room has its own air

    Facility, corridor, office, chamber, stairwell: presets set the tint and how far the lights reach into the fog. A change settles over about 2.5 seconds as you walk through.

  • Knows when you're outside

    Five rays test the sky four times a second. Under open sky the fog fades out and the grid parks: no draw, no cost. Back under a roof, it refills in about two seconds.

  • Reacts to the facility

    Elevated, lockdown and breach change density and tint in every room at once: thicker and warmer under lockdown, red-brown smoke at breach.

  • Grain, not banding

    Dithered textures trade 8-bit banding for fine grain, with a floor on how coarse it gets. The temporal variant costs 0.07 ms of script time per frame.

  • Three quality tiers

    Low, medium and high run 40, 84 and 144 light paths. Players pick the tier in the video settings, or turn the fog off.

+0.44 msGPU, high tier
+0.13 msGPU, low tier
0.07 msScript time per frame
~2 sFog refill after a re-aim

Measured in Roblox Studio on 31 Oct 2026, in a test chamber against fog off. BARE's volumetrics build on Volumika's particle technique.

Sound3DX

Sound engine for the Roblox Advanced Audio API

Roblox plays the audio. Sound3DX decides what plays, where each sound comes from, how loud it is, and which way it reaches you. It's a set of ordinary Luau modules on the player's device: no plugin, no web service, nothing loaded from outside the game.

It feeds every 3D sound into Roblox's acoustic simulation, where walls muffle sound, sound bends round corners and rooms get their own reverb, then adds what the engine doesn't do on its own.

  • Carries as far as it should

    Every sound has a distance profile. A footstep fades out by 60 studs; a gunshot carries to 400.

  • Through open doors

    A sound in another room reaches you through the open doorway that lets the most through, not through the wall. Close the door and the simulation muffles it again.

  • Ambience per room

    Each room has a preset: looping beds plus random details like creaks and drips. Presets crossfade as you move, and a lockdown or breach reshapes all of them at once.

  • A mixer that listens

    Seven categories with their own sliders and a night mode. Dialogue ducks the music and ambience under it, the strongest duck wins, and every change eases in and out.

  • Footsteps and weapons

    Material banks that never repeat a sample twice in a row, two voices that take turns so steps don't cut each other off, and a suppressed profile for silenced shots.

  • An honest off switch

    Turn the engine off and the same calls play plain Roblox sounds from the same places at the same volume. Bypass it at runtime to hear the difference.

7Mixer categories
400 studsGunshot reach
0.26 msCost of a one-shot sound
52Self-test checks on install

Figures from the 31 Oct 2026 build, measured in Roblox Studio. Sound3DX runs on the Advanced Audio API; acoustic simulation is Roblox's own and is used where the game turns it on.

Sound3DX is licensed to select studios

It isn't sold publicly. If you're building on Roblox and want it in your game, write to the studio with what you're building.

Email the studio