Why is the light different in viewport and standalone modes?

Hi,

When i play in “selected viewport” or “new editor window” i get a correct lighting:

And when i play in standalone (whatever the resolution) i get some wrong artifacts:

There is a lightmassImportanceVolume covering the whole level and the light has been built.

The mesh is the 400x400 floor (scale 1) from the “architecture” directory, and the material is the “m_tech_hex_tile”, so nothing exotic here.

Any idea where the problem might be ?

Thanks

Cedric

I hadn’t payed attention to the sky !

Look at the clouds in viewport play:

And in standalone play:

What am i doing wrong here ?

Thanks

Cedric

Thanks for your answer.

I would be glad to oblige but the umap file is about 120 mo large. If you really want it we can find a way, no pb.

I think you may have a point with the textures. The level contains essentially 45 spheres all textured with a different and very heavy (between 4k and 8k, sometimes more) texture. Could it be the problem ?

Can you provide your map? It might be related to scalability settings or texture streaming. I can check if it happens on my end for you.

Yeah, textures are most likely the problem. 36 8k maps? o.O

This option is in project settings on the rendering tab

It might not be directly related to this setting but it looks like either textures aren’t streaming or they are taking really long to strea. The shadows might be the result of lightmaps not loading either. Try using dynamic lighting or if you are already using that, try using lightmaps with different resolutions as a test. You could also run some tests with and without the objects, changing the scalability texture quality and so on.

You could also leave the window opened and check if everything loads eventually, at least to narrow down the issue.

Definitely a texture problem, as you guessed.

I removed half of the spheres and everything is ok.

The texture streaming was on (when i turned it off the lighting went wrong even in the viewport) but obviously i was asking too much.

The textures are technically textures but functionnaly they are supposed to be nice and detailed pictures, that explains the unreasonnable amount of 8k^^

I guess i have learned my lesson. Everything’s clear now (aah yes, lightmaps ARE textures !!).

Again, thank you very much for your time, your help and your explanations, Dissonanceint, very appreciated.

This question can be considered solved.