Hi, I’m creating a virtual reality scene of a room with computers. The problem is that I want to use this room with oculus rift and that requires a high framerate. I have got quite a decent setup with GTX 970, 32gb of ram and i7-4790. But if I leave any of lights as stationary, the framerate goes down noticeably (it should stick to about 75). That’s why I started looking into baking the lights. It was quite a struggle to get the UV channels not to overlap, but it seems to be working properly now. I’m just not satisfied with the end result.
This is the result with stationary lighting and a low framerate:
It looks decent and the lighting reflections move at different angles. If I move close, there are also moving shadows of the lattice on the computers.
This is the result with static lights after lighting build (only the first rack on the right has proper UV mapping, also changed the computers inside it to white to demonstrate that there are no shadows of the lattice at all):
As you can see, not only is it dark, it looks very boring, as if it were in the unlit mode. There is no lighting reflection, just some spots that are a little bit lighter.
Isn’t it possible to get better results with baked lights?
Am I doing something fundamentally wrong?
Is there a way I could keep some of the lights stationary/moveable, but don’t lose much performance?