Rendering Architecture and Performance?

Hello,

Is there a post or article or answerhub question somewhere on what we should be able to expect from the Lighting pipeline?

  1. Are dynamic lights shaded in a deferred manner? If I want a lot of dynamic lights, what do I have to give up to keep performance up?

  2. Are stationary lights really stationary? if it is placed on a mesh that animates and moves around, then it isn’t stationary?

Over the course of the next month I am going to start replacing the programmer art of our prototype game with actual art, and hopefully not kill performance when doing it.

Our initial concepts call for a lot of dynamic lights (sirens, signal lights, “stadium” lights, etc). I want to leverage the strengths of Ue4 lighting and not exploit weaknesses and thus kill our game’s performance.

Thanks!

Found a couple of things, but not much. Going to add them here.

On Instancing meshes:

Seems like there are two themes here. If you want lots of dynamic lights, sacrifice dynamic shadows. If you want lots of meshes, instance them.

Thanks !

That link is awesome, don’t know how i missed it.