Dynamic vs. Static lighting

Hi all, I currently have a group of six dynamic lights in one area of my project. They cause an enormous drag on my performance. So I switched the moveable lights to static, the performance increased but the shadows are a bit low res. Is there any way to get better quality shadows with static lighting.

image 1 is dynamic lighting, image 2 is static lighting.

Open the static meshes that look low res and increase their lightmap resolution.

I’ve tried that, but I fear I have too many high res lightmaps. :frowning:
However, I will look into lightmaps and attempt to find a solution.

Thanks

I’d say try building a preview lightmass and see how much it helps with performance. You can profile the amount of memory your lightmaps take.

Hey Van2015,

There are a number of clear differences between using baked lighting versus a fully dynamic scene. One of which is the greater control over the indirect lighting which include the number of light bounces. As the others suggest, you can modify the resolutions of your lightmaps, and use the ‘stat memory’ and ‘stat scenerendering’ console commands to debug the memory usage for each lightmap and texture.

On the other side of that, you can move to fully dynamic which is going to be more expensive, but can be optimized by using certain features like Distance Fields and Cascaded Shadow Maps.

All in all, the best way to figure out what is going to work best with your scene is to experiment a little bit. This way you can understand how your scene performs and looks with each lighting set up. For further insight, take a look at our documentation on Lighting the Environment to get a deeper understanding of light mobility types, and how they function. We also have the Lighting Troubleshooting Guide to help you troubleshoot your issues while you work on your lighting for the project.

Let me know if you have further questions.

Cheers,