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How to improve indoor lighting

I'm working on a simple game right now, and I've been thinking it could use a bit of work in terms of lighting. Currently, it looks like this: ![alt text][1]

I'm currently using High scalability settings, though I could use Epic and Cinematic. I'm just trying to keep it playable once online. There are also no windows or doors in the level, and the lighting is basically all spot lights. What are some ways I could improve the lighting / graphics without making it go below 60 FPS (I'm running this at a range of 65 - 100 FPS right now)?

Product Version: UE 4.14
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diningarea.png (266.1 kB)
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asked Mar 30 '17 at 03:22 PM in Rendering

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TheFlavourMaster
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avatar image IGorilla Mar 30 '17 at 03:38 PM

I dont think you should use spotlights: 1. The lamps are not spotlights so it looks kinda weird 2. Spotlights don't illuminate entire rooms

Using omni lights will greatly improve visibility. Imo spotlights should be added only to well... put something in the spotlight. Meaning as an addition to an already good lit environment.

If you notice big fps impacts by light, try disabling the shadows cast by them. Most games place lights at non existing lightsources and just disable shadows cast by those lights to keep a corner of the room well lit.

Note: I am not an artist so don't take my advice headlessly.

avatar image TheFlavourMaster Mar 30 '17 at 03:53 PM

Thanks. I will definitely try your advice. One thing though. What do you mean by an omni light? A point light?

avatar image IGorilla Mar 30 '17 at 03:54 PM

Yes, point light is what I meant :) (I think max uses the term omni light)

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Add sky light without bounce to create some ambient lighting. Intensity should be low and you can pick cubemap for it. Then add lot's of static lights and use lightmaps if you want to have good FPS.

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answered Mar 30 '17 at 04:32 PM

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intoxicat3
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avatar image IGorilla Mar 30 '17 at 04:37 PM

Sky light should not have impact on something indoors, right?

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