omid3098 Posted August 4, 2011 Share Posted August 4, 2011 As you probably know, adding 3-4 point light eats many FPS (98 to 48 in my test scene) even if they are static lights. so doing lighting for interior scenes should be little tricky.. and I need some help here. here is what I've collected so far: - Disabled shadow lights: we need some point lights with disabled shadow to use as local ambient lighting. will not get much FPS(48 to 49) but its better than nothing - if is possible, use spotlight instead of point light in some places one more thing, all occlusion culling are enabled, average rendered polygons are almost 12k but rendered shadows are 140k is this normal? any other tips on lighting please? Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
Roland Posted August 4, 2011 Share Posted August 4, 2011 Will follow thins with great interest as the scene I'm working on will need many point-lights. Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
DaDonik Posted August 4, 2011 Share Posted August 4, 2011 In case you don't need shadows, just disable them. ( SetShadowQuality(0); ) It speeds up things extremely! Quote (Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI) Link to comment Share on other sites More sharing options...
Roland Posted August 4, 2011 Share Posted August 4, 2011 In case you don't need shadows, just disable them. ( SetShadowQuality(0); ) It speeds up things extremely! In my case that's an extremely good idea. I can bake the shadows into the textures in Modo. Thank's for that tip DaDonik Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
DaDonik Posted August 4, 2011 Share Posted August 4, 2011 The biggest problem with shadowless lights is the fact that their light goes through otherwise solid objects. So you either set the light range to a very low value to prevent things from looking strange, or you use a very low resolution lightmap. Using lowres lightmaps you now have the problem that it looks strange when you set the light range to a higher value. You just have to play with the lights properties here to figure out what works best for your game environment. Maybe thats some kind of starting point for you to figure out the best settings for your gameplay, Quote (Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI) Link to comment Share on other sites More sharing options...
Roland Posted August 4, 2011 Share Posted August 4, 2011 I will test and see what comes out of it. Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
omid3098 Posted August 4, 2011 Author Share Posted August 4, 2011 actually I checked those methods and as I told in first post, the best way so far is to use spotlight and shadowless point lights. but there should be another way to use point lights or modified point lights.. maybe :-?? Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
franck22000 Posted August 4, 2011 Share Posted August 4, 2011 Hello omid, just read this: http://www.leadwerks.com/werkspace/page/Documentation/LE2/tutorials/_/artwork/tools/indoor-lighting-optimization-r18 Quote You guys are going to be the death of me. Josh Link to comment Share on other sites More sharing options...
cassius Posted August 4, 2011 Share Posted August 4, 2011 I just use spotlights with a wider cone angle than the default and higher intensity. 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...
omid3098 Posted August 4, 2011 Author Share Posted August 4, 2011 @frank: yes, that tutorial describes the best way. and in lower case we should disable shadows. but it affects only in game mode when we have dynamic objects. while the problem here is adding point lights only for static objects. so if you change those light types, no change will be happen. Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
YouGroove Posted August 4, 2011 Share Posted August 4, 2011 Why not simply using Litghmaps ? Highly prooven solution ,for big speed improvment caus no GPU or CPU charge, it's already calculated. Some indie engines allow shaders like normal map, specular on top of normal map, i think it's possible with LE engine ! Quote Stop toying and make games Link to comment Share on other sites More sharing options...
omid3098 Posted August 4, 2011 Author Share Posted August 4, 2011 I use lightmaps too. but can not bake shadows with lightmap because we have daytime change in our level. (one level is day and another level is night with same models) Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
YouGroove Posted August 5, 2011 Share Posted August 5, 2011 I use lightmaps too. but can not bake shadows with lightmap because we have daytime change in our level. (one level is day and another level is night with same models) There are games using lightmaps , even on night, they just switch the color of the mlightmap , but it remains like day is sun , and night is the moon making the shadows. If you could change the lightmap color values in real time it won't be a problem to keep them for a Night / Day system. But if you reach with real time lightening , go for it ! Quote Stop toying and make games Link to comment Share on other sites More sharing options...
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