Lighting for a low end pc / mobile game?

So I’m wondering what would be best in terms of lighting for a low poly game that should be able to run on a low end pc and maybe a tablet? I have no intention on using lumen.

I know dynamic lights are heavy on GPU, but I’ve had only bad experiences with baked lighting, like bake hanging after 10 hours rendering and stuff.

Also I’m thinking baked lighting could end up heavy on Vram.

my game is isometric, indoors, and supposed to only show one room at a time. Is there a way to bake lighting for only one room at a time?

This is an example of a room, mixing custom assets with placeholder polygon props:

And this is a polygon sample that I would be happy if I could achieve somehow, but has mostly dynamic lights:

What do you think would be the best approach? any other suggestions? Thanks in advance

If you can’t use baked lighting then I would just abandon computed lighting all together and use unlit materials with painted fake lighting with vertex colors and blob shadows for characters.

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im not an expert in lights, but these are two talks with nice info, there are a couple of nice tips, even though some stuff is for mid to high range. i think you might get a couple of ideas from there.

if you divide your assets in level instances, you might be able to bake lights per scenario, to avoid baking issues. you’d have to be a bit careful.

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