We have just released our first plugin on the Marketplace, a dynamic lighting performance optimizer tool.
When working on our game, we noticed that Unreal Engine was doing a good job at culling meshes, but for lights, not so much.
So we created our own solution, based on a portal system. It allows you to get + 30 to 60% FPS in your indoor levels using dynamic lighting, without any loss in terms of visual quality!
Looking very cool. Is it possible to use the HZB visibility check portal for also other purposes than lights? So that the volume have connectable events when player sees the volume and when not. Would use it to launch custom events to e.g. spawn AI life or enable tick in wanted blueprints (windmill only spin when player sees it).
It can be extended from c++ easily. We achieve exactly what you ask ( we disable the tick on some elements based on this ) in our own game ( you need to override 1 method when system is gathering/building data and store it in the zones, and 1 when zone visibility change )
officially we dont support multiplayer, but the tool is clearly client side, if the light isn’t replicated it will keep the changes only on clients, and it’s based on the renderer which is also on the client side. I would say " it should work or with minimal changes" but i can try to give a check next week
The performance gain with stationary lights if you use static lighting, and your stationary light only affect dynamic objects at runtime will be much much lower as it cast less complex shadows at runtime. And real time shadowing is the biggest performance problem.
If you don’t use static lighting however (like us), the performance gain will be the same as for dynamic lights.
Sounds great. But would need to edit c++ code? Having blueprint Project only. If you add blueprint support (having HZB check with events when volume is seen and no longer seen), I would be very interested to buy it.
For now, yes, you would need to edit the C++ code. I will have a look as soon as possible (probably during the week) to see if it’s possible to add blueprint modding support!
Btw, mobile has no HZB, so this project won’t work on mobile. You’d have to use precomputed visibility data for culling. Do you think you can add this functionality to your project to support mobile and mobile VR ?
To give you more details, most of the time the occlusion done by frustum culling is enough for the system to check portals visibility. But remember, this is for dynamic lighting only, usually on mobile developers tend to use baked lighting only
If you are 100% sure the performance hit comes from your non visible dynamic lights, it may help. However, I am a bit skeptical about it, as the biggest performance hit for dynamic lighting comes from the dynamic shadow casting.
Subject: Purchase Issue for the Dynamic Lighting Portal System in the EU
Hello,
I am very interested in the Dynamic Lighting Portal System (Performance Booster) and would love to use it for my project. Unfortunately, purchasing it in the EU is not possible—it seems there are issues with the vendor status or settings for sales within the EU.
I can view the product page, but the purchase option remains unavailable. This is really unfortunate, as I believe your plugin would be a great asset to my work.
Is there any way to resolve this issue or an alternative method to purchase the plugin? I would appreciate any help or feedback!