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iPhone vs Android graphics different

Does anybody have an idea why the lighting on my mobile game appears very different across platforms?

The main directional light is set to stationary and the lighting is baked (other than for the moving objects of course)

It seems like it's not taking the main direct sun light into account and I'm not sure why. Any ideas?

iOS: alt text

Android: alt text

Product Version: UE 4.18
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iosscreen.png (831.3 kB)
androidscreen.png (687.2 kB)
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asked Jun 10 '18 at 05:48 PM in Rendering

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mokazon
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Is directional light uses some dynamic shadowing?

There are few project settings in android section about dynamic light, maybe you should play with them.

https://docs.unrealengine.com/en-us/Platforms/Mobile/Lighting/HowTo/CascadedShadow

Also, what kind of android render is it, es2.0 or 3.1?

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answered Jun 11 '18 at 05:38 AM

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redbox
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avatar image mokazon Jun 14 '18 at 10:42 PM

The directional light does have some dynamic lighting, mainly on the moving characters. Everything else is baked. Ive since tried changing a bunch of settings to no avail. I've added another directional light, tried enabling mixed cascaded shadows and modulated, etc etc. The phone i'm testing on is a Galaxy S7 running Android 6.0.1. In terms of renderer, I have both 2.0 and 3.1 turned on under android options.

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