Why lightmap so dirty on Mobile?

Hi, have iPhone 5s, and UE4.3 Preview.

Make simple scene with skylight and bsp geometry.
In Editor all is fine, but on mobile have dirty lightmap result on wals? How to fix that?

Maybe you’re building your lighting on too high resolution for the mobile device, so it downscales the lightmaps, which distorts them. You could try using lower settings.

Before saying its dirty actually put it on the device. Then send the picture. Previewer helps but it’s not the final. Always use final hardware to preview.

Is that wall a bsp or static mesh

If you don’t know where the resolutions for light mass is that means you didn’t change it and the default 1024 is just fine. It’s under wold settings, details, light mass, light map max res.

lightmap_dirtyl.jpg screenshots from device, it is not preview.

Can’t find settings for maximum texture size for lightmap

Walls is BSP. With default lightmap resolution - 32.

got to twitch

Hi,

You can find the lightmap resolution setting here.

Tim

10020-worldsettings.jpg

Trying to set Lightmap resoultion to 8, and change light map resolution settings… but nothing, still dirty

Looks better crack that down to 2 on bsp or even 1
If you compare it’s better than before

This is a combination of low resolution lightmaps (which you fixed in later screenshots) and the mobile specific texture compression that is used called PVR texture compression. It has a much lower memory usage than the standard DXT1 but lower quality as well in some cases. There’s not much we can do here, we have to use the texture formats supported by the hardware. Most games cover this up a bit by using diffuse textures.

Hello guys, somone could find a solution?. I am trying to find the answer of the problem, but I cant find it…I need to use a white shader for the walls and looks very dirty. The floor of my project use a marble texture, so, with the texture the problem is fixed. But the wall with a white texture inclusive, has the dark stains( in the mobile previewer and in the android device). Please help us!!

Reviving an old question, but I’m struggling with this issue as well. Increasing the compression quality, lightmap resolution, indirect lighting quality, or indirect lighting smoothness has little effect. The only acceptable solution I’ve found so far is to fully disable lightmap compression (set World Settings->Lightmass Settings->Compress Lightmaps to false). Of course, this will consume a lot more memory (up to 4x more), but it does produce smooth, clean results. Are there any better solutions out there?

I’m also getting the low quality lightmaps on mobile, even unchecking compress lightmap isnt making a difference. Did anyone figure this out?

Packaging for html5,

Sorry buddy, the only solution I could find was turning off the compression lightmap. At least that works fine for Androi and iOS, shouldn’t be working for html5. =/ . Could you achieve a good Loading time packaging for html5?. We’ve tried to use WebGL but the loading time is too high.