I’m having problems getting the lighting I want without the massive performance hit. Pre-built lighting is out of the question because it’s all randomly generated.
I want to achieve pitch black areas of the map which are just rooms with no lights in. Hovever I’m struggling to achieve this without dynamic shadows enabled. And even on the ‘medium’ shadow setting the FPS tanks!
Why does dynamic shadows destroy the performance so much?
Shadows are disabled on the lights here, in game FPS is great:
Dynamic shadows are expensive, especially if you have over lapping lights. Try to avoid overlap, see if you could bake lighting, or maybe try distance field shadows.
I’ll check out the profiling which hopefully should give me more info.
It’s set up like this: Corridor pieces are the squares which are their own blueprint and then theres bigger rooms, again their own seperate blueprint for each shape.
I think I know what you mean. Like have a plane roof above the room tiles that has a transparent material above them for lit rooms and opaque for dark rooms? That might work if I can allow my characters flashlight to be seen through the material.
For now I’m happy with the way it is now. I’ve changed the attenuation radius for each light. It isn’t perfect but most of the time the far rooms are pitch black and can only be explored when the player has a torch.