Megalights Screen Tiling- how does it work?

I’ve been pushing Megalights and when I’ve added lots of lights like this, have been running into these weird screen space issues. Wondering if anyone else has seen this and understands what starts to cause these screen space issues?

You can see in the screenshots that in the bright areas there’s several lines to lights, megalights is working well, but on the darker area, no rays are cast at all.


I tabbed out to write this, went back to the editor and it had fixed the tiling issue. Rays casting as expected in debug view.

But now light functions aren’t working.

Hi, maybe light function atlas is overflowing and needs to be made larger? You can check your log for light function atlas errors.

Otherwise hard to say from screenshots. I could take a look through if you have a simple repro which you can share.

Thanks for responding. I had increased my light function atlas size up to 16 as I have tons of lights.

I worked out the light functions not working was due to them not being compatible with light function atlas. Not sure why it wasn’t an issue previously.

I ended up disabling megalights with the console command r.Megalights.Allowed 0, which tanked the FPS but allowed me to get the renders done.

If I am to create a simple reproduction I will send your way :slight_smile:

why are you using so many point light there in the first place? you could achieve the same effect with a long a thin rect light. hmm…

I used to use a long thin rect light, but many point lights achieves a much better effect for me. That fringing & overlapping of many spot lights is exactly what I want.

I also find rect lights tend to be more noisy with Lumen than spot lights.

Hi, I’ve re-created this in a new project & sent you a DM.