hey Tim,
ok, so I spent a while and broke my mesh into pieces. It solved my problem but as predicted created a pretty big hit on perfs. I’m going to have to rethink the way our game is lit. I have some ideas, so I’ll give it a whirl.
I also really don’t like the way the ES2 rendering of lights looks on the device. The falloff is not pretty at all. It almost feels like real time vertex lighting with way too harsh of a falloff, which i assume is due to the lower precision. Hopefully when metal is better integrated, things will look better overall, but until then I’ll try to come up with some other solution.
My goal is to have dynamic console-grade indoor lighting running at 60 fps on the iPhone 6 and up. This is definitely not an easy task. So far it’s close, but a lot trickery will need to take place with all the limitation of the lighting system in Unreal on mobile devices.