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Directional Light + Deffered = Framerate Killer?
Hello! I am using Deffered Light to use HDR Lighting. I've got one test hall with simple geometry lit by point light and one directional light with shadows.
When I turn the Directional Light with shadows on, I've got about 15 frames per second less. Which is a lot, considering that without these shadows, the scene looks bad. What can I do to improve it or optimize it?
Well, the main difference between the rendering pipelines is the way they handle lighting. Simply put, Deferred's performance depends on how many pixels on the screen are being lit, whereas in Forward rendering each object is rendered as many times as there are lights. You should be able to use HDR in both Forward and Deferred, however it interferes with $$anonymous$$SAA (which is disabled anyway when using Deferred). There isn't all that much you can do when it comes to optimising shadows, aside from reducing quality levels, as each setting you change will generally impact another area (e.g. lowering shadow distance will create higher resolution shadows, hence not particularly helpful). Would you $$anonymous$$d posting a picture of the scene, or identifying if there are any other things in the scene like post effects that could be having an impact on performance?
Answer by Vel_1828 · Oct 15, 2016 at 11:10 AM
Namey5 was right. It's just how deffered and forward are working in Unity - I read a lot on the internet about it. :/
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