Pixelated Lighting on mobile

We are creating a mobile game for iPad. When we launched the game on our iPads with UE 4.7.6 the light has only a few problems. It wasn’t as smooth as on the engine with preview rendering level set to mobile/HTML5. The artefacts can be seen especially on the wall and the ceiling.

Unfortunately, when we created a new build with UE 4.8 the lighting had gotten even pixelated. We also tried to increase the lightmaps from 64 to 128 for all environment objects. The “pixels” has just gotten a little smaller.

“Support Forward Rendering with Metal (A7 and up devices)” and “Mobile HDR” were enabled.

The screenshots had been taken with an iPad Mini 2 Retina iOS Version 8.1.3. The results are the same on our second iPad, an iPad Air with iOS 8.3.

Built with UE 4.7.6

Built with UE 4.8

Hey Xazen,

I tested the issue you are reporting here and was able to confirm the ‘pixelated’ or ‘dirtied’ lightmaps you are seeing as well. I entered a bug report in our system UE-17397 which addresses the issue. Thank you for taking the time to report this issue.

If you have any other questions or need additional assistance please let us know.

Cheers,

Hey Andrew,

thanks for the fast replay.

We would be interested in when the bug might get fix.

If the bug isn’t going to get fixed anytime soon, we would consider looking for an alternative method to get the lightmaps look less “dirtied”. So it would be great if you can keep us updated if there is anything new to share about this problem.

As for a timeframe when the bug will get fixed, I cannot say at the moment. It depends on the priority and its importance in which it falls as to the speed the fix is implemented.

There are many options within the ‘World Settings’ to help control lightmass quality as well as finding the correct lightmap resolution for your meshes. For updates to this issue we usually ask that users check our Forums under the Announcements and Releases section.

Regards,

Hey Xazen,

After doing some further investigation and receiving some additional notes about this issue, a suggestion was made that should clean up your ‘pixelated’ lightmaps. Within your ‘Project Settings’ navigate to the ‘Cooker’ section. There you will see a few options to increase the texture compression quality.

Project Settings - Cooker

Let me know if this helped resolve your issue.

Cheers,

Hello,
Sorry for reviving an old thread, but I am currently facing this issue.
My app is going through the same bad lightmaps and pixilation, I already adjusted the DefaultDeviceProfiles.ini with the maxscalefactor set at 2, texture quality is set at high, PVRTC compression is at slow and high quality. I am also using simple lightmap uvs, textures are .jpg format, less than 1024x1024 size, and those with tileable UVs are using Customized UV0 in the material editor. The color textures don’t show any pixelation anymore when using CUstomizedUVs, but lights/shadows/reflections are still pixelated/muddy.
Does this issue have a hotfix? I’ve spent the last 3 days trying to fix this issue and I have a few days left to deliver to client.
Thank You!

Can you provide me with some screenshots so I can visualize the issue you are reporting?

Could you also provide me with the device you are testing, and if you can reproduce the issue in a minimal test case project?

Thank you,

.

Thank You Andrew, I’ve attached a pic on how my app looks as of today. I changed the scalability settings to maximum quality, still has the maxscalefactor set to 2, and the PVRTC compression favoring quality.
I’m using ipad 4th Gen, and latest PC hardware.

I’m trying to achieve this quality - YouTube

By the way, my only lighting source is a skylight with directional light, I am using a point light as a filler to improve shadows, but as you can see, the shadows and lightning are low quality but the texture maps aren’t pixelated anymore.