change light from static to stationary = half framerate?
I've been working with static lights in my VR scene so far. But now that I am introducing movable objects (cubes), I believe I need to set the main scene light (blueish point light high above the ground) from static to stationary, so that the movable objects (A) receive dynamic shadows from the tree and (B) are not completely black.
The problem is once I do that the framerate drops from 90 to 45. Can this be? Can one single stationary light cause such a frame drop?
Any idea how I can tweak the light / shadow settings so that I can keep the 90 fps with the tree casting dynamic shadows on my movable objects and on the floor?
Here are two screenshots to better explain what I mean:
All static lights, movable objects pitch black, no dynamic shadows.
Just one stationary point light in the sky, movable object receive light and shadow, ground receives shadows.
Side question: why does my floor mesh suddenly look to spotty?
Any hint would be appreciated!
Thanks very much,
asked Nov 15 '16 at 05:15 PM in Using UE4
While it's certainly possible that you might be able to get things running at 90 FPS again, I'd take a harsh look at whether you really need dynamic shadows in your project. High quality, dynamic shadows are hugely expensive, and you're going to have to sacrifice a lot to get a VR project running at framerate. At the very least, consider faking the dynamic shadows with cheaper, non-lighting options, such as decals. Failing that, if your heart is set on having dynamic shadows, consider using a directional light instead of a point light so you can use cascaded shadow maps.
answered Nov 17 '16 at 09:33 AM
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