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Re: What is the best way to add tons of lights on a scene without flickering

Posted: Sun Feb 02, 2020 3:31 pm
by Argoon
When you have to many shadow casting lights next to each other, you don't only kill performance of your game you also cause, shadow over darkening effect because of the overlapped shadows and objects casting multiple shadows going in different directions, IMO that is artistically very ugly even tho is realistic.

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Re: What is the best way to add tons of lights on a scene without flickering

Posted: Sun Feb 02, 2020 6:01 pm
by noise
When you have to many shadow casting lights next to each other, you don't only kill performance of your game you also cause, shadow over darkening effect because of the overlapped shadows and objects casting multiple shadows going in different directions, IMO that is artistically very ugly even tho is realistic.

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It’s even a matter of how they manage such modest resources, in words easily, but in practice. How to optimize it !? Put a trigger in each room that will turn off the lights in this room and turn on the lights in the next room, turn off the lights at a distance or in the direction of the camera.

Re: What is the best way to add tons of lights on a scene without flickering

Posted: Mon Feb 03, 2020 12:03 pm
by Viola_Mik
These are usually the only two questions on everyone's minds when it comes to editing natural light.
If you're using 'white balun' lights you can safely put any number of them in a scene.
On the other hand if you're using 'HDR' lights you will need to decide how many of these you're using and how many can you leave on a 2:1 ratio in your scene, and so on.
You want the area around your lights to be as dark as possible and the ones above it to be as bright as you can get without clipping in the darkest areas.

Re: What is the best way to add tons of lights on a scene without flickering

Posted: Mon Feb 03, 2020 3:07 pm
by Alekseiv
As mentioned by other users, it is important to set the lights up in a way that optimizes performance if you are aiming to run the end result in real-time.
Number one thing to consider is the need for the lights to actually act as dynamic. If it is vital to have many dynamic lights present in the level, then utilizing areas and volumes is important.