# How to provide optimized lighting with Lumen and no static lights

**URL:** <https://forums.unrealengine.com/t/how-to-provide-optimized-lighting-with-lumen-and-no-static-lights/734600>\
**Category:** Debugging, Optimization, & Profiling\
**Tags:** static-lights, unreal-engine, Lighting, question\
**Created:** [December 23, 2022, 2:01pm UTC](https://forums.unrealengine.com/t/how-to-provide-optimized-lighting-with-lumen-and-no-static-lights/734600 "2022-12-23T14:01:27Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Clinker](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clinker/32/1096913_2.png) [@Clinker](https://forums.unrealengine.com/u/Clinker)\
**Post date:** [December 23, 2022, 2:01pm UTC](https://forums.unrealengine.com/t/how-to-provide-optimized-lighting-with-lumen-and-no-static-lights/734600/1 "2022-12-23T14:01:27Z")

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Hello everyone,  
I have a question about new Lumen technology and lighting optimizations.  
I realized static lights could not be used while Lumen is active.  
So I have to use stationary and movable lights.  
When I tried to light a scene with spotlights, rect lights, and point lights I faced an issue. Stationary light overlaps. If I change stationary lights to moveable, it is so expensive and gives not optimized scene.  
So, what should I do to light especially night scenes optimized, and how?

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [December 23, 2022, 2:06pm UTC](https://forums.unrealengine.com/t/how-to-provide-optimized-lighting-with-lumen-and-no-static-lights/734600/2 "2022-12-23T14:06:29Z")

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If you want to use static lighting, just turn off Lumen. It’s an approximation of static lighting anyway.

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<div class="post-metadata">

**Author:** ![Clinker](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clinker/32/1096913_2.png) [@Clinker](https://forums.unrealengine.com/u/Clinker)\
**Post date:** [December 23, 2022, 2:18pm UTC](https://forums.unrealengine.com/t/how-to-provide-optimized-lighting-with-lumen-and-no-static-lights/734600/3 "2022-12-23T14:18:32Z")

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Actually I was wondering that is there any thing to do achieve enough exposure and optimization while lumen is active. I can activate static light easily yeah 😃

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [December 23, 2022, 2:20pm UTC](https://forums.unrealengine.com/t/how-to-provide-optimized-lighting-with-lumen-and-no-static-lights/734600/4 "2022-12-23T14:20:36Z")

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I think you have to choose one road. Lumen, or static lighting. If you want a highly efficient lighting system, Lumen isn’t it. 🙂

( It is efficiently executed, but needs decent hardware ).

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**Author:** ![DomusLudus](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/domusludus/32/1215140_2.png) [@DomusLudus](https://forums.unrealengine.com/u/DomusLudus)\
**Post date:** [December 25, 2022, 9:52am UTC](https://forums.unrealengine.com/t/how-to-provide-optimized-lighting-with-lumen-and-no-static-lights/734600/5 "2022-12-25T09:52:38Z")

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Walking through the unreal slackers of discord, it seems to me that unless you are going to make a game only outdoors for xbox x and playstation, or for millionaire pc players, or a game that you will release in 5 or more years, you have to continue using traditional methods.
