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Question by Roktom · Sep 02, 2016 at 10:31 AM · shadowsgenerationbakingrealtimebake

bake shadows in real time on mobile platforms

Is it possible to bake shadows in real time, in the small area , without lag spikes, all that on mobile platforms ?

Because currently I am creating an infinity runner game , and 60 fps is required. I am using 1 directional light , low shadow resolution and shadow distance of 20. Still i get only 25-45 fps on Samsung Galaxy S4, while without shadows I get solid 60 fps. I generate level in small portions or chunks of size 20x10 meters. At any given time there are 5 chunks loaded, and shadows are visible on 2 of them. alt text

In the image you can see the size of the area I want to cover with shadows (2 chunks) and i want to bake those shadows at runtime , if it can increase perfomance.

Once again i'd want to do that at runtime , but I am not sure if it is even possible , if so , maybe it's possible to add ambient occlusion as well , I believe it would make game better as well.

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avatar image tanoshimi · Sep 02, 2016 at 12:34 PM 1
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By definition, anything "baked" is not calculated at runtime - the act of shadow baking means that a shadowmap of any static objects is calculated at compile time and saved so that shadows can be drawn by the shader based on a simple texture read. But, if you're creating your levels dynamically at runtime, this isn't an option.

avatar image Roktom · Sep 02, 2016 at 07:46 PM 0
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Ok , I get the point , but maybe somehow i can calculate those shadows only once, since mostly everything is static, ins$$anonymous$$d of calculating dynamically every frame ? that was the idea , maybe not clearly defined :)

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