Hi @. I am planning to implement this technique to our project but first I wanted to ask if I am planning it correct. Our project is going to be VR project. There will not be full day night cycle but not fully static either. 2 or 3 hour of day (Exmple from dusk to night) in each chapter + togleble lights in each room (Mostly stealth game). Levels will be open but not big. Mostly 1kmx1km. May be max 2kmx2km.
So, how I planned to light scenes. First of all. I cant use DFAO, because UE4 for some reason cant use DFAO in VR. It is known problem and looks like Epic isn’t going to fix this anytime soon. So I want some kind of AO. I tested IBL, it looks amazing but I cant use AO. So what I want to do, use stationar skylight to bake AO (and skylight blocking will be anyway) + use dynamic sun to shift time of day and decrease skylight intensity/indirect light to get rid of baked information for nights. + use IBL for interior lightings ‘GI’ and still be able to switch it on and off.
So is it good idea to use IBL only for GI effect (I know I cant move lights but from what I understad I can toggle light on/off with IBL, I will use 1 light per room and for every room 1 IBL volume) but block skylight with stationary bake?
Is it good Idea to use IBL in VR for performance reason? Can there be big performance difference betwen lets say 4 IBL volume and lets say 200 IBL volume? I can test it myself but I cant reach my PC very often so if you can answer it would be huge help for me ))
So for clarifire.
- Moveable directional light (may be + LPV if there will be free space but I dont think so)
- Stationar skylight to block skylight leaking + AO since DFAO doesnt work for VR.
- Movable local light per room to toggle on and off with IBL per room for fake GI.