Shadow Rendering Strategies and the failing of Level load

Darth, thanks for the feedback and joining me in this discussion.

Isn’t dynamic lighting far heavier? Dynamic lighting requires all objects to have dynamic shadows, unless someone is playing on the top of the line computer system it isn’t likely that will process well. Every time I’ve ever had a huge slow down it’s been due to dynamic lighting so this seems to go against what I understand. One of my goals with this game is to make it accessible to kids who don’t have super game systems, so I’m trying to keep the overhead low. I need shadows, but from my testing, the baked shadows are far better because they are done.

Maybe I’m missing something when it comes to dynamic lighting?

In the meantime, from my perspective seems to be more about Level loading and making this a bit more robust, not much just a little. The level loading doesn’t load sub levels for levels that someone on a team might be creating, so it takes a lot of book keeping, writing things on paper to remember what goes into a “level” so that I can load and unload in order to render shadows cleanly.

If I have a team member that has a level broken into twenty levels, I just want to load the top level into my core game, not have to check in and find out the names, it also may interfere with any persistent programming they do, that will load and unload their levels.

There has got to be a better way to approach this, I cannot imagine big game companies that use Unreal are not able to bring in a list of levels based on the top persistent level already having that list.

thanks