Stationary Light Perfomance Issue with Grass
UE4.13.1 from the GitHub Release Branch,
Windows 10, GTX 670, i5-3570, 16gb RAM
Scene With Grass(Not a Foliage) and Baked Stationary Light has perfomance issues.
I'm have 3 scenes.
Scene with Dynamic Lights (Working Fine)
Scene with Stationary Not Baked (Working Fine) Scene with Stationary Baked (Have Issues) Scene with Stationary Baked with huge perfomace drop, and without shadows on grass.
Example project, Test scenes in Root Content folder.
asked Oct 14 '16 at 09:43 AM in Using UE4
So I took a quick look at your project and your performance issues are coming from the number of Stationary Point Lights casting shadows. How I came about this conclusion was using the, 'profileGPU' command and observe the GPU Visualizer.
Each one of your Stationary Point Lights are casting a shadow. Only 4 or fewer overlapping stationary lights can have static shadowing, because the lights must be assigned to different channels of a shadowmap texture. This is a graph coloring problem, so there are often fewer than 4 overlapping allowed due to topology. Shadowing cannot affect the overlap test, so the sunlight typically requires a channel from the entire level it is in, even the underground areas.
Once the channel limit is reached, additional stationary lights will use whole scene dynamic shadows at a severe performance cost. The StationaryLightOverlap view mode can be used to visualize the overlap, which is updated dynamically as you modify the lights. Light icons are changed to a red X when they are not able to allocate a channel.
Let me know if you have further questions or need additional assistance.
answered Oct 20 '16 at 02:09 PM
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