I came across this documentation page but the demo it references dates back to 2015.
So the question is, what is the best practice / lighting system to use for VR projects in 2022?
We want something quite responsive and that we can build/iterate with fast. Can we use GPU lightmass baked lighting + a couple of dynamic lights? Or should we stick to CPU baked lighting?
Can we use Lumen or Nanite or are those not VR ready yet?
if its for pcvr you can use anything you think will run on your clients hardware
I heard lumen loses sync with eyes sometimes
but if it can run on the card it should go
i use dynamic lights because I’m too impatient to bake
for quest is another story, that won’t run anything advanced because no gpu
Your options are CPU, Luoshuang GPU lightmass, and Unreal GPU lightmass.
Unreals GPU Lightmass is possible. Set all RayTraycing Effects to zero as the documentation says and when you play in VR switch back to DirectX11. The performance is good when you activate virtual texture streaming but you might experience texture popping when moving your head. You can deactivate virtual texture streaming to fix it, but then you might run into performance issues, depending on your scene.
Luoshuang GPU lightmass is still available even in 5.0 and is a solid option. I find it slower than Unreals GPU and it brought shadow issues for me with 5.0. With Unreals GPU Lightmass I find shadows are better and you can build bigger maps. But IF you have performance issues with Unreals GPU Lightmass then Luoshuangs lightmass is the way to go.