Lights In Scene - Performance issues: Phantom lights?

Hi,

I’m suffering from very poor GPU performance on mobile devices and trying to find the culprit. Even the Note 5 struggles to get decent performance and most weaker devices aren’t able to play the game at full-speed.

I have one stationary light in my game, but “stat scenerendering” is showing 14 lights (sometime’s it’s even more). How can I find and delete these lights? I don’t have more than one light in my project.

I do have a few unlit materials which are emissive, but they aren’t set to be in-game lights and their rendering on-screen isn’t changing the draw time.

I’m trying to avoid copying everything into a new project and would like to be able to avoid this in the future.

I already have all-rough textures, a limited view distance, low draw calls (averaging ~30), and only one object with dynamic shadows (which is hardly messing with the performance when disabled anyways). The Skysphere has been deleted.

I tried looking up on this light count but I had difficulty finding what was exactly counted. I am likely mistaken, but are there 16 phantom lights in my game that are killing my draw performance?

Thanks in advance.

Here is the output from “stat scenerendering”:

Here is the low tri count the entire game has:

Here is me having only 1 light (it is stationary):

73223-onelight.png

Again, thanks in advance! GPU performance is really killing me right now.

Hi doTERRA,

This appears to be a bug with what’s being accurately reported with the stats when in the editor. I’ve entered a ticket with UE-25110 for this to be investigated. If you launch the game in Standalone mode this will display accurately the number of lights.

Thank you!

Tim