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[Closed] Lighting Build with Multi-cores

Hello,

I decided to play with baked lights instead of dynamic lighting for a while and i'm loving async build and adaptive sampling. It is so fast and so good. Thank you!

I'm wondering though, are we able to switch to old build system so that we can use the whole CPU for it? Right now it doesn't use the whole idle part of the CPU(understandably so) but it would be nice to give the whole CPU to it when we are away from the computer and don't need it to do anything but build the lighting.

Thanks!

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asked Mar 11 '14 at 05:18 AM in Everything Else

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ue4-archive ♦♦ STAFF
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The question has been closed Apr 02 '14 at 02:35 PM by Ben Halliday for the following reason:

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2 answers: sort voted first

Sorry for the delay. The number of threads used is controlled by NumUnusedLightmassThreads=3 in BaseLightmass.ini. If you have 4 or fewer cores it will instead use NumCores - 1. There's no way to change that behavior right now. It sounds like an editor option 'I want to have the fastest build possible and don't care about hitching during build' would be useful.

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answered Mar 11 '14 at 05:18 AM

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ue4-archive ♦♦ STAFF
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avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:18 AM

No problem for the delay. Thanks Daniel, that helps a lot!

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I have a dual-core processor and lightmass would only use 1 core. However since reading the above. I changed NumUsedLightmassThreads from 3 to 4 and it now uses my other core. I have seen evidence of this in the swarm agent and my task manager. Hope this helps those on budget builds :)

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answered Mar 23 '14 at 01:34 PM

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Blakey876
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