Gpu lightmass all new lights and some existing ones do not contribute to the baked lighting. I heard that in 4.27 there is no more light limit. Am I mistaken? Attached screenshot shows the light at left as static baking and on right as dynamic.
Idk if you are mistaken or not, but in preview 4 I had a pointlight with the red X due to proximity to another light, so offhand I’d say that there’s still limits.
Those red Xs are nothing to do with that. Those are for stationary lights.
You are baking, according to your own post - so that does apply if you expect contribution into the textures from the lights.
And there shouldn’t be a light limit for static lights since they all get fully baked anyway.
baking static lights… that should not apply. cmon… learn the engine before you comment.
So what you are saying then is that your movable light is baking anyway?
no… static light isnt showing up in the bake… the switching it to movable is to show how bright it is as an example.
gpu lightmass did have like 128 static light limit or somethign in 4.26… heard a rumor no limit in 4.27 but so far im having problems… i cant add any new lights to the bake nor does it bake all of them leading me to bleeive there are still limits.
As far as I know it was 4096. For static.
But you said I need to learn the engine - and you aren’t entirely wrong, I probably only bake lights once a month if even. Because gameplay is a thing, and static light sucks for that.
How many lights did you put in your scene?
/ share a project to test/debug.
gpu lightmass previous limit was about 256 (I think) … cpu dont beleive had any limit. Im hearing 4.27 shouldn’t have a limit because gpu lightmass and pathtracer use something called
r.PathTracing.LightGrid to control the parameters… So I will be experimenting with that. From what I hear that should remove any limits, but obviously if it does I have a bug. Also my scene probably has around 2800 static lights in interior apartment buildings. Spread across multiple sub levels.
Sub levels that load/unload probably don’t count towards a total unless loaded.
So, how many were loaded in your test?
all of them. I mean if i drop in a brand new static light that brand new light doesnt add to the bake.
To anyone still paying attention to this. I found a solution.
r.PathTracing.LightGridMaxCount 9999 in console fixes this issue. All lights work after this. No limitations.
Correction… this seems to work mostly for this level, but another level still has the same issues… Gpu lightmass looks great but terrain way darker then static meshes - #6 by MostHost_LA
Still need help with this…
Problems still exist in UE5 Gpu lightmass on preview 2
While I’m not really answering unreal related questions anymore due to the leadeship/moderation of this forum being downright pitiful - everyone should literally stop using this forum today, immidiately.
I have no qualms at all in telling you that CryEngine is a much better rendering engine.
The Voxel Raytrace appeoach they use provides much faster dynamic scenes. The rendering is perhaps a little less accurate when you have to render a still. Thats because it doesnt accumulate like ue5/ue4 trash does.
Now, I know you are doing “static” rendering, but my point is that with a better engine there’s absolutely no need to. Raytrace works and is viable, not just to preview before baking, but to run a game on the latest 30x cards (granded the 3060 does struggle a bit).
Worth mentioning: in closed testing im getting 75fps in 4k native with full ray treace on the same scene where unreal - in deferred - gets a max of 45fps (Off a 3090 onviously).
Given you have consistently had issues now for months, you should really consider the engine switch. Mostly for Sanity’s sake.
I haven’t really had any rendering issues which have left me puzzled yet with CryEngine (but i have also only used the ray trace stuff for less than a month so far, so it doesn’t really mean too much).
Good luck whatever you do.
cry engines not giving me billions of polys per model
Neither will unreal - ever - considering that the limitation you get is 0 performance.
Also, you’d be amazed at the quality you can pump into the engine. I’m loading direct Zbrush max detail sculpts for testing without much of an issue.
The CryEngine team was doing this for Ryse son of Rome years ago - google the zbrush interview to see some models / compare to screen-caps of the game…
maybe u havent been paying attention to nanite. But you strike me as someone who is, no offense, under informed… on a lot.
The whole engine is trash. Mesh streaming isn’t going to save you the time you spent tinkering with the engine. And it’s also avaliable on many different engines as a different feature. It’s hardly exclusive or innovative for that matter.
Its also overpromising and compromising when you consider the fact that just because of it you cannot render some things accurately, you have no LODs, and your scene can still reach an excessive amount of tris that will therfore cripple rendering further.
Seems to me like you are the underinformed one - but at least you seem to persist, which is more than the avarage person does…
I gave you my 2c as an industry professional. Do what you will with it. Doesn’t change anything for me…