Mobile Rendering Problems/Differences on iOS(iPad) and ES2 Prev/S

Hi, We have a problem with major difference among DX11 render, iOS ES2 preview and final results on iPad. I’m gonna try to express the issue with visuals as much as I can. I’m using 4.10.4 that directly downloaded from launcher. There are properly places lightmass importance and precomputed visibility volumes, a stationary directional light and some static point lights in the scene. Lightmap resolution is overrided to 1024.

Here is my lightmass settings.

http://burakertugrul.com/files/LightmassSettings.jpg

Here is my mobile devices config files.

http://burakertugrul.com/files/Capture1.jpg

http://burakertugrul.com/files/Capture2.jpg

These are the results that I get on Windows shader model 5. (New editor window PIE)

http://burakertugrul.com/files/SM5Result_1.jpg

http://burakertugrul.com/files/SM5Result_2.jpg

Not perfect, it has some stain-like artifacts, but it’s very close to result that we want to get. With some more static lights that will be cool.

Results from iOS ES2 preview mode:

http://burakertugrul.com/files/ES2PreviewResult_1.jpg

http://burakertugrul.com/files/ES2PreviewResult_2.jpg

And finally results from iPad:

http://burakertugrul.com/files/iPad1.jpg

http://burakertugrul.com/files/iPad2.jpg

In addition to the visuals that I got from our custom level, we also tested Sun Temple on iPad. Some screenshots from Sun Temple on iPad.
First one is very good, exactly as expected.

http://burakertugrul.com/files/SunOnIPAD_1.png

Second one shows the weird difference between directional light affected section and static lights affected section.

http://burakertugrul.com/files/SunOnIPAD_2.png

Last one is the most weird one, completely different than SM5.

http://burakertugrul.com/files/SunOnIPAD_3.png

We’re using and going to use iPad Air 2 in the end, any advice to get rid of those problems and get more proper results on iPad? Thanks in advance.

Thank you for your answer, I have already noticed that disabling compression will reduce artifacts but will increase memory usage at the same time. But the strange issue is that we have applied same lightmass settings on sun temple as well. Result was satisfactory, except the windowless area. Compression was enabled as well. In my opinion those artifacts appear on solid colors, as you can see kitchen part of our custom level seems fine.

Hi!

Your lightmaps have banding artifact, because you used compression of lightmap. Disable Compress Lightmap in Lightmass and this artifacts will disappear.

Mobile preview. Compress Enable.

Mobile preview. Compress Disable.

Next, don’t use Environment Color for environment lighting. Use Sky Light, because it give more clear result.

Follow this link and you will find more tips and tricks for lighting interiors:

https://ue4arch.com/ue4archs-unreal-engine-4-lighting-workflow-part-1/