![]() ![]() Try to use them to accent certain parts of the map, as opposed to making all SpotLights cast them, this allows them to have a larger visual impact less is more (eg: Casting shadows from car high-beams/floodlights, using them on alarm systems or around a fireplace - usually locations/lights that are quite bold).įigure 1.1: Disabling Dynamic Shadows on Lighting Try to use them sparingly and avoid clustering them together. Poor performance can be magnified if there are a cluster of SpotLights that cast Dynamic Shadows as well. Their performance impact is proportional to the complexity of the geometry of the mesh and actors (Players and Zeds) that they cast shadows from. Pressing F4 to open the properties and Disabling Cast Per Object Dynamic Shadows located under Light > Light Component > Light Component for all selected lights.ĭoing this trick alone should see a significant increase in performance if they were previously enabled.ĭynamic Shadows are quite an intensive features to use in a map.Selecting Select > Select All PointLight Actors.You can easily check and disable this variable on all PointLights on your map by: This performance hit can be magnified quite significantly when you end up having a cluster of PointLights also casting multiple dynamic shadows in the same area. During gameplay, you may see huge fluctuations with your FPS based on the action/number of zeds present in the screen within the vicinity of these lights. Each of these actors will be casting dynamics shadows, which are already quite demanding. This particular option may not seem problematic when playing in the editor, this is because the performance hit only occurs when there are many actors (Zeds/Players) within the light's radius. NEVER USE DYNAMIC SHADOWS WITH POINTLIGHTS! Dynamic Shadows should only be reserved for SpotLights. You always want to make sure that this variable is DISABLED for any PointLights in your map. This is located under the PointLight Properties > Light Component > Light Component. This is not entirely the level designers fault as one particular variable: Cast Per Object Dynamic Shadows is enabled by default. One trap a lot of new maps fall into is the unintended over-use and mishandling of dynamic shadows with PointLights. You may be able to achieve the same lighting intent with a smaller radius and larger brightness. ![]() It is recommended to adjust the radius size to be just enough to get the desired effect and not to be over generous. SpotLights cast in 1 particular direction, While Pointlights have to cast multiple SpotLights in directions around the entire radius ( PointLights are 2x more costly in performance however in saying this - you are able to have many combinations of PointLights and SpotLights without too much of a performance hit).īoth lights are affected by the size of the Radius that they have - as you would expect, having a larger radius has a larger impact on performance. SpotLights perform better than PointLights. The techniques below are listed in order of the stages you should implement them starting from being able to apply them at anytime and ending with final/last stage tweaks before publishing a map. ![]() It is recommended that you read through the entire guide and apply all the principles to your map before you release it on the workshop. This page will give a comprehensive guide to increasing the performance of your map while also optimizing the player experience looking at making smooth player movement around the map and general bug fixing. 7 Splatter Map Resolution Standardization.4.2.3 Fixing Issue 3: Props that players can stand on or stick out too much.4.2.2 Fixing Issue 2: Props that stop player momentum.4.2.1 Fixing Issue 1: Small Prop Collision.3 Mesh Density and Material & Particle Effect Complexity. ![]()
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