Nexerade Posted February 7, 2016 Share Posted February 7, 2016 Cause I have no idea how else I can put at least 20 light sources. Without map compiler, I guess this engine is good only for open-space games. Quote I am not silly. My english is just not really great. T_T But I'm learning! Link to comment Share on other sites More sharing options...
macklebee Posted February 7, 2016 Share Posted February 7, 2016 You can put 20 light sources but you will need to be mindful of how many are creating dynamic shadows. Constantly updating realtime shadows from multiple pointlights will drop framerate dramatically. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Nexerade Posted February 7, 2016 Author Share Posted February 7, 2016 You can put 20 light sources but you will need to be mindful of how many are creating dynamic shadows. Constantly updating realtime shadows from multiple pointlights will drop framerate dramatically. But what am I suppose to do? How are you guys lightening scenes? Quote I am not silly. My english is just not really great. T_T But I'm learning! Link to comment Share on other sites More sharing options...
cassius Posted February 7, 2016 Share Posted February 7, 2016 In le2 spotlights were said to be more economical than point lights. If this is true you can alter the angles of a spotlight and get a more dramatic effect than a point light offers. with less cost in performance. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Josh Posted February 7, 2016 Share Posted February 7, 2016 The problem was your point lights had large ranges and had occlusion culling disabled. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Nexerade Posted February 7, 2016 Author Share Posted February 7, 2016 The problem was your point lights had large ranges and had occlusion culling disabled. Yup, true. Quote I am not silly. My english is just not really great. T_T But I'm learning! Link to comment Share on other sites More sharing options...
macklebee Posted February 7, 2016 Share Posted February 7, 2016 The problem was your point lights had large ranges and had occlusion culling disabled. Yep, that will do it. Overlapping pointlights set with dynamic shadows seem to get people all the time. Occlusion culling should be enabled on all lights and animated models as discussed in the Scene Panel tutorial. Also, there have been multiple discussions that have some useful tidbits of information on how to design your scene to run optimally: Analyzing performance: http://www.leadwerks.com/werkspace/topic/13222-analyzing-performance/ View ranges: http://www.leadwerks.com/werkspace/topic/13134-still-waiting-on-substance-support/page__st__20#entry93304 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
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