#btw i kinda fixed the bug, for the new

1 messages · Page 1 of 1 (latest)

twin dagger
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Which problem did this seem to solve? I don't think we saw what issue was occuring here before

placid dune
twin dagger
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One thing that may be happening is running out of shadow atlas space for shadows

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Which means you may want to set your lights to use a lower shadow quality tier

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which are defined here

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Lower tier means they take less space in the atlas

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Optionally you can make the atlas resolution bigger but with hundreds of lights it may be a tough situation

placid dune
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shadows bug out when rendering 200-400 lights

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i know i should use occulusion culling, and i tried it

twin dagger
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It doesn't make much sense to keep that many lights active, shadows or not

placid dune
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it was really bad, and let you see trough walls, then i increased the quality, took 8 hours to bake and 300K files

twin dagger
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If the player won't see all the millions of square meters at once, don't have them loaded in

placid dune
placid dune
twin dagger
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Occlusion culling is not a very good system for most purposes

placid dune
twin dagger
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Not necessarily an occlusion system but since your level is an interior, split it into parts that can be loaded and unloaded at runtime

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Whether you do that based on proximity, by line of sight or by adjacency to modules the player is in is up to you

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You should be able to verify that this indeed does solve the problem by testing with a cut-out part of the level with only a reasonable number of lights in it

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The glitching should not occur here

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But it's hard to know for sure since deferred supports "unlimited" lights so it shouldn't have occurred otherwise either

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Either way, your players and the game load times will thank you for making any kind of level streaming system

placid dune
placid dune
twin dagger
twin dagger
median spade
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btw. whats you target platform?

placid dune
placid dune
twin dagger
# placid dune i will

When loading and unloading level parts you usually choose between having the parts as additional scenes, or as prefabs

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Additional scenes allow you to easily benefit from async loading and unloading which improves performance, but does not give a direct method to reposition the scenes

placid dune
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I HAVE FOUND THE BUG THAT WAS CAUSING IT

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its because of G Buffer

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Now that its OFF, there is no lightning issues

twin dagger
# placid dune I HAVE FOUND THE BUG THAT WAS CAUSING IT

Definitely not something that should cause an issue like that, might be worth filing a bug report
Still, with the necessary area loading/unloading the problem might be gone anyway and let you keep your accurate g-buffer normals

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A good workaround to have meanwhile, in any case