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Performance Optimization for Dynamic Lighting (+ 30 to 60% FPS!)

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  • #16
    Originally posted by motorsep View Post

    Just to make sure we are on the same page, I am talking about this: http://timhobsonue4.snappages.com/cu...bility-volumes (they are generated on build, not manually placed)
    yes, by setup i meant enabled.

    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

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    • #17
      Originally posted by Dream Powered View Post
      But remember, this is for dynamic lighting only, usually on mobile developers tend to use baked lighting only
      I could use some non-shadowing stationary lights in my mobile VR project

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      • #18
        Originally posted by motorsep View Post

        I could use some non-shadowing stationary lights in my mobile VR project
        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.

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