# Lights In Scene - Performance issues: Phantom lights?

**URL:** <https://forums.unrealengine.com/t/lights-in-scene-performance-issues-phantom-lights/343331>\
**Category:** Mobile\
**Tags:** performance-issues, Mobile, unreal-engine, Performance, Lighting, question\
**Created:** [January 6, 2016, 11:55pm UTC](https://forums.unrealengine.com/t/lights-in-scene-performance-issues-phantom-lights/343331 "2016-01-06T23:55:49Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![anonymous\_user\_d905935a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d905935a](https://forums.unrealengine.com/u/anonymous_user_d905935a)\
**Post date:** [January 6, 2016, 11:55pm UTC](https://forums.unrealengine.com/t/lights-in-scene-performance-issues-phantom-lights/343331/1 "2016-01-06T23:55:49Z")

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Hi,

I’m suffering from very poor GPU performance on mobile devices and trying to find the culprit. Even the Note 5 struggles to get decent performance and most weaker devices aren’t able to play the game at full-speed.

I have one stationary light in my game, but “stat scenerendering” is showing 14 lights (sometime’s it’s even more). How can I find and delete these lights? I don’t have more than one light in my project.

I do have a few unlit materials which are emissive, but they aren’t set to be in-game lights and their rendering on-screen isn’t changing the draw time.

I’m trying to avoid copying everything into a new project and would like to be able to avoid this in the future.

I already have all-rough textures, a limited view distance, low draw calls (averaging ~30), and only one object with dynamic shadows (which is hardly messing with the performance when disabled anyways). The Skysphere has been deleted.

I tried looking up on this light count but I had difficulty finding what was exactly counted. I am likely mistaken, but are there 16 phantom lights in my game that are killing my draw performance?

Thanks in advance.

Here is the output from “stat scenerendering”:

 ![73224-lowdrawcount.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/b/1/cb1ce4a203fbdc510a5b435d57c282487b7f1054.png)

Here is the low tri count the entire game has:

 ![73221-simpletris.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/6/1/461d693079a73827083eb74d0f742a353c67d743.png)

Here is me having only 1 light (it is stationary):

![73223-onelight.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/b/5/2b5b9407656af3abd617efd3c8c71e28e3e18184.png)

Again, thanks in advance! GPU performance is really killing me right now.

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**Author:** ![Tim\_Hobson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tim\_Hobson](https://forums.unrealengine.com/u/Tim_Hobson)\
**Post date:** [January 8, 2016, 5:14pm UTC](https://forums.unrealengine.com/t/lights-in-scene-performance-issues-phantom-lights/343331/2 "2016-01-08T17:14:24Z")

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Hi doTERRA,

This appears to be a bug with what’s being accurately reported with the stats when in the editor. I’ve entered a ticket with UE-25110 for this to be investigated. If you launch the game in Standalone mode this will display accurately the number of lights.

Thank you!

Tim
