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Question by ThisGuyThatsHere · Jul 24, 2016 at 10:05 PM · lightingruntimeshadowsrealtime

Best way to get indoor lighting with shadows?

So, I'm looking for the most effective way to setup a lighting and maybe somebody have a nice way to do so, so I decided to ask here.

Ofcourse there are conditions for the lighting I'm looking for:
- It have to be an indoor possible lighting that would work fine as lamp in corridor etc.
- It have to support shadows, they make everything so much better...
- It have to atleast work with objects that are static (in the way that they just don't move), but generated at runtime

And my current setup:
Point lights that have activated shadows connected to a "system" that turns off objects and lights that are far enough from player, or just invisible. It works well on my PC, but when I test it on cheap, but still not bad laptop it ends up as "slide show" (about 5-20 fps while I have more than 800 on PC)

Ideas appreciated :)

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avatar image Cherno · Jul 24, 2016 at 10:27 PM 0
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If something is added or removed at runtime, Global Illu$$anonymous$$ation or light mapping is out of the question. You have to tune your existing setup. over 800 lights IS a lot though. Consider improving the cell loading system, and maybe make the inside of houses seperate.

avatar image ThisGuyThatsHere Cherno · Jul 25, 2016 at 12:32 AM 0
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I was expecting that, tho I thought that there may have been a better way. And btw I didn't mean 800 lights ;) I ment 800 fps on PC against 5-20 fps on laptop. I may just increase the area one light covers so I have less of them, because despawning of "useless" ones is at the limit before affecting the experience.

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