Replies: 3 comments
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Recall that the difference is like 15? for opengl and like thousands for clustered forward rendering. So maybe it can be done as a general thing and then we can per platform override. (Per platform configuration override is an existing feature). |
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Moving to discussion, as there is no concrete technical implementation provided. Unlike Forward+ and Compatibility, the Mobile rendering method was designed in a way that makes it impossible to effectively change how many lights can affect each Mesh resource. This was required for performance reasons, and also to support a broad range of mobile devices (as they have much lower limits compared to desktop platforms). To avoid issues with lights flickering due to the light count being exceeded:
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Thank you for the insight, while I do agree that we have a broad range of devices around, and end user experience should be a priority always, each passing day we get better and better devices. And also thanks for the tips, I'll work on dividing my levels into smaller chunks, since that'll give for sure the most immediate results, and also the light fading option. |
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Describe the project you are working on
I'm working on a project game for mobile and desktop platforms, mainly mobile for now. While the graphics won't be the same "quality" when compared, the experience should feel the same, and lights are a great part of the project, being also part of the game design itself.
Describe the problem or limitation you are having in your project
When in mobile mode inside the editor, or test playing the game on mobile devices, the in game lights flicker, or don't turn on at all. I understand there is such an option in the editor for this limitation, but it's for OpenGL only, which completely undermines whatever work done on the rest of the game graphically so far.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Add an option for max lights in the project settings menu.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Add the option to change the desired max lights number.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No, it's supposed to already be compiled with the engine itself.
Is there a reason why this should be core and not an add-on in the asset library?
Because this is a core engine option, to be compiled with the engine's code, not changed at runtime.
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