Bake large mesh lighting for mobile VR

Hello !!

I’m developing a google cardboard vr project currently using the galaxy note 4 ( open gl es 3.1 ) and I’d like to know how to deal with really large objects for baking lightmaps and even texturing. I’m facing two major problems.

  1. OpenGL ES 3.1 handles only 16 texture sampler at a time ( and mobile only a 2048x2048 resolution ) so I’m a bit obliged to use a lot of material atlasing to save some texture samplers, but with the size of the objects ( monumental , approximately 12m in height and width sometimes even more, since it’s architectural objects ) the density is quite poor and the details are blurry there’s not enough resolution. what’s the best solution to get the best details and resolutions on textures and still be lower than 16 mobile texture samplers ( I’m using only 2 texture samplers per material )

  2. Light baking became a problem since I added a huge base for a temple, even if it’s modular pieces ( 5m x 5m ) for most and only 64 lightmap resolution, the build time for lights ( all static because it’s the only way I can get up to 60 fps on vr mobile ) is really really loong. How can I cheat a bit, make lightmap build quicker or use a turnaround since I don’t think lightmaps are best for large scale worlds and objects.

Note : I tried using stationary/movable lights , but shadows aren’t showing even after I checked “cast dynamic shadows” on both the only directional light in the scene ( beside a static skylight ) and the objects.

thanks a lot !!