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.