How to avoid frame rate drop in a large night scene?

Hello,

I have a fairly big open night scene with building with self-illuminated texture and spotlights to simulate streetlights.
When I enable shadows my framerate drop drastically (at about 5 fps) even when I set the shadows quality to medium in the engine scalability settings. My direct light is static.

I would like to have shadows in the scene (even with poor quality) and keep a good overall quality of texture.

I’m not experimented so it may be a basic question but is there some world, spotlights, shadows or any settings that I could change to make the scene lighter and get a fair framerate?

Thanks in advance.

Make sure you dont have too many spotlights affecting the same objects. You could also disable shadows for some of the spotlights at least.

thanks for your reply :slight_smile:
I have a lot of spotlight it’s true.
I’m not sure I get you when you say “too many spotlights affecting the same objects”, they affect the road object , tree and streetlight object . How can I make a spotlight affect an object and not another?

What i mean by that is you need to prevent a single mesh casting shadows from multiple spotlights. You can check the attenuation radius of the lights and see where they intersect. If more than 2 lights are intersecting disable shadows for one of them. You should also consider disabling shadows for the vehicle headlights if you are having such a huge fps drop.

I just had to change lights from movable to stationary and as you said prevent single mesh casting shadows from multible splotlight. Thanks!