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Point light maximum?


Marleys Ghost
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Is there a maximum to the number of point lights that can be used in a scene ?

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As many as your memory and FPS allows. Probably over 3000 on any machine, if they are not all in the same place.

 

 

3000? M'kay .. I have a very basic indoor scene, with 8 P-lights, and using Flip() I get a steady 60 UPS (fluctuates between 59.999xxxx and 60), if I add another single P-light, the UPS drops to between 3-5 :blink:

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Ok, cancel that, I think I have solved it, the P-Lights where set to Static + Dynamic + Buffered, changing that to just Static + Dynamic for all the lights has thus far cleared that issue up (well I have 11 P-lights now and the problems not arisen thus far lol).

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It depends on a lot of things. What's moving through the scene? How often do lights get their shadows redrawn? 2.31 has a lot of new features that you can adjust to optimize lights based on how you expect them to behave.

My job is to make tools you love, with the features you want, and performance you can't live without.

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It depends on a lot of things. What's moving through the scene? How often do lights get their shadows redrawn? 2.31 has a lot of new features that you can adjust to optimize lights based on how you expect them to behave.

 

 

Not a lot moving, a few security cams, and the camera in FP. some crates and a few barrels, a couple of doors all of which only move when "moved". Not had a chance yet to add more "stuff" but will test later on but switching the P-Lights from Static + Dynamic + Buffered to just Static + Dynamic with a 512 shadow map seems to have worked thus far.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

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3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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SetLightRange(light,1) makes also a big speed improvement.

I have 300 point lights with default range (=15), and 35 FPS (they overlap multiple times, since their distance is 1).

When I change the light range to 1, I get 242 FPS.

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since their distance is 1

 

 

1 or 15? and the range of the light default was 10 which I set to 5 and tried to space them so they did not overlap.

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LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

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"I used to be alive like you .... then I took an arrow to the head"

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Not a lot moving, a few security cams, and the camera in FP. some crates and a few barrels, a couple of doors all of which only move when "moved". Not had a chance yet to add more "stuff" but will test later on but switching the P-Lights from Static + Dynamic + Buffered to just Static + Dynamic with a 512 shadow map seems to have worked thus far.

If each of those security cameras is performing another render, I hope you are using EntityCulled() to only update them when the corresponding screen is in view, and use occlusion culling on the screen mesh!

My job is to make tools you love, with the features you want, and performance you can't live without.

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1 and 15. 1 is the distance, 15 is the range.

 

well in the editor, a P-light has range 10 default, for distance do you mean view distance?

 

@ Josh: renders only take place when required.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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No, the distance between each light.

 

 

ok, am with you now, I guess the liquid lunch was not helping.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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