Marleys Ghost Posted April 15, 2010 Share Posted April 15, 2010 Is there a maximum to the number of point lights that can be used in a scene ? Quote 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" Link to comment Share on other sites More sharing options...
Canardia Posted April 15, 2010 Share Posted April 15, 2010 As many as your memory and FPS allows. Probably over 3000 on any machine, if they are not all in the same place. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Marleys Ghost Posted April 15, 2010 Author Share Posted April 15, 2010 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 Quote 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" Link to comment Share on other sites More sharing options...
Marleys Ghost Posted April 15, 2010 Author Share Posted April 15, 2010 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). Quote 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" Link to comment Share on other sites More sharing options...
Masterxilo Posted April 15, 2010 Share Posted April 15, 2010 Lights with shadows are exponentially more expensive to render than lights without. This is especially true for lights with multiple shadow maps (e.g. point lights and dir lights). Quote Hurricane-Eye Entertainment - Site, blog. Link to comment Share on other sites More sharing options...
Josh Posted April 16, 2010 Share Posted April 16, 2010 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. 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...
Marleys Ghost Posted April 16, 2010 Author Share Posted April 16, 2010 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. Quote 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" Link to comment Share on other sites More sharing options...
Canardia Posted April 16, 2010 Share Posted April 16, 2010 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. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Marleys Ghost Posted April 16, 2010 Author Share Posted April 16, 2010 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. Quote 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" Link to comment Share on other sites More sharing options...
Canardia Posted April 16, 2010 Share Posted April 16, 2010 1 and 15. 1 is the distance, 15 is the range. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Josh Posted April 16, 2010 Share Posted April 16, 2010 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! 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...
Marleys Ghost Posted April 16, 2010 Author Share Posted April 16, 2010 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. Quote 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" Link to comment Share on other sites More sharing options...
Canardia Posted April 16, 2010 Share Posted April 16, 2010 No, the distance between each light. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Marleys Ghost Posted April 16, 2010 Author Share Posted April 16, 2010 No, the distance between each light. ok, am with you now, I guess the liquid lunch was not helping. Quote 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" Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.