Wrong lighting when using forward rendering

Hello,

When I use forward rendering my level changes completely the lighting as is shown in the screenshoots (First deferred (The look I want, and the second with forward rendering). Any idea of why is this happening?

Thanks in advance!

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I’m having a lot of trouble too using forward shading in 4.18. The lighting seems completely strange. Skylight seems totally broken, i seem to have to bake it as a static light because movable doesnt seem to have any affect. I know stationary mode is a known issue.

But I’m also getting extremely dim directional light. I’m still pretty new to this…but something seems broken with lighting and forward shading in 4.18.

I’m looking forward for this answer as well, I just swapped a project to Forward Rendering and the light is totally different and somethign feels really odd about this rendering method, like the light is not bouncing as it was before, but the light is alredy precalculated, so i don’t know where the problem is or if its only the way it works, but definetly is different and sharper than the defferred rendering, which in the other hand looks smoother and better in my opinion, maybe i’m just not setting it they it should, so i’m looking forward to someone with more expereince in the topic to achieve the smoothness and the look as the defferred was giving before.

Still experiencing all these issues in 4.22. Any news here?