I watch allot of the UE4 YouTube video’s and implement some of them in my UE4 project.
Unfortunately there is not allot of information on how to do Lighting /Shadows in VR.
Especially when using a big open world.
The video ‘Getting Started with World Composition | Live Training | Unreal Engine’ ( https://www.youtube.com/watch?v=FrcNClb6KUI )
Maybe you can use it as a starting point on what to do for lighting (and what not to do)
Things to address:
1: Don’t use dynamic shadow (or how to setup cascade shadow maps)
Solution 1: Disable them for everything in the level
Solution 2: Set shadow setting to none
New Problem -> everything no longer has a shadow
Solution: Use something called ‘Cascade Shadow Maps’, how to set this up? (when its enabled why doesn’t this work out of the box)
Note: Should static shadows/lighting still be enabled?
Required settings: e.g Enable Instanced Stereo Rendering and other things that should be enabled in DefaultEngine.ini. For instance adding a [Oculus.Settings] when using an Oculus hs.
Enable Forward Shading Renderer (& Multisample Anti-Aliasing)
Note: This breaks materials, the solution is to edit all materials and change the texture to WrapShared.
Don’t use a giant light mass volume importance, since then Build Lighting will crash in 4.19.
Partial-Solution 1: Increase OS virtual memory.
Partial-Solution 2: Break up into multiple instances, what would be a recommended size?
Note: In a big world you might have a high mountain which ends in a beach / sea, with birds flying at mounter height over it.
Now the shadow of each bird should be shown on the beach, so the shadow clipping level should be relatively big while still maintaining high FPS.
Best way to setup the ‘sun’, E.g Skylight, Point light (Static / Movable / Stationary).
Note: Some videos contradict each other on what to use for VR.
Note: Off course there is this video:
Lighting with Unreal Engine Masterclass | Unreal Dev Day Montreal 2017 | Unreal Engine ( https://www.youtube.com/watch?v=ihg4uirMcec )
It’s quite informative, but it doesn’t go into details on how to do this inside of the Editor.
Also the speaker is a bit hard to understand sometimes.