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Less lights ?


YouGroove
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How to avoid so much lights drawn, even in front of player only 3 or 4 are needed not 18 Lights.

Will LE3 integrate some clever system or do we have to do it in a simple way ?

Yes i'm annoying, but it's not a request just a question : Will LE3 bring a solution for that ?

lights.jpg

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Occlusion culling works on an octree level, and goes down to individual lights, since they are relatively expensive to render and not instanced. It's quite efficient, and turned on by default. You should not enable it for each entity, because that will actually be slower.

 

In that section of the map I get about ten lights rendered. If you select the lights in the editor you can see there are a lot of light volumes there. In this map we used a lot of wide-angle spotlights which was probably not the best choice for optimization. You'd actually get better results using point lights, even though they require 6 renders each update:

post-1-0-82574700-1395444881_thumb.png

 

(Occasionally, the occlusion culling will "fail" and for one frame more geometry will be drawn. This isn't actually a mistake, it's just that the results from the last render are considered too old, and it's re-testing the octree hierarchy to make sure nothing became visible.)

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

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Occlusion culling works on an octree level, and goes down to individual lights, since they are relatively expensive to render and not instanced. It's quite efficient, and turned on by default.

But LE3 BSP map is not using octree if i'm not wrong.

 

You should not enable it for each entity, because that will actually be slower.

So Occlucions culling can be a bad idea so.Light perimeter calculation and visibilty would bring lot better and constant optimisation.

Anyway, only advanced lightmapping or real time global illumination systems could really shine in performance and quality. Perhaps some system could appear in LE3 some day ?

Stop toying and make games

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