#Is there any reason why Baking GI would
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Hello!
And which Unity version also
My scene looks like this
I have a handful of models, they're all marked static
They're a bit big, but not very complex. The poly count is very low
I'm running Unity 5.4.1f1 and it is not possible to change that version (I'm working with other constraints and that Unity version is hard-set)
Modding a game from a museum eh
Making a game for the Xbox360 🙂
Its running already, but oscillating between 30 and 60 fps, and I'm trying to reach constant 60fps, so I'm looking at light baking right now
I'd assume there's no reason to bake both precomputed realtime GI and baked GI at once, at least at this point
Assuming you even need realtime GI to begin with
Profiling on the console is not possible, and the game runs at 900+FPS on my computer, so I'm taking shots in the dark
Camera Render represents the biggest chunk of my frame time so I assume every lighting/culling/etc operation I can speed up is a net gain
So if I can bake everything lighting/shadows that's very good
Realtime GI is more expensive to run than just realtime lights
You should be able to get an idea of performance of swapping to baked lighting even before baking by disabling all lights
Why the baking process would get stuck on clustering usually tends to be because your machine runs out of memory (later unity versions can partition the baking task so it doesn't all have to fit in memory at once) or because you have too small or dense geometry
What I'd do is do a very simple test bake in a new scene w ith just some static cubes and a light
Maybe restart the editor before it, just as an effort to get the baking process to produce some kind of verifiable result
I see! So you think as starters I should try to make a build just without any lights
And see if it runs smoothly and if it doesn't then it means there's no use investing time in baked lighting
did I understand you well?
That is my idea, yes
Baked lighting replaces the realtime light calculation with just a texture overlay on objects that has the light information
It has basically no cost
So the effect should be close to same as disabling lighting even without lightmaps
It's strange that my game still renders with the light disabled. for some reason I expected all black
Its because I have an Ambient Source it seems
Should I kill that too?
Because of the environmental light here, but they don't have the kind of expense as light components
So there should be no need to worry about those
They'd have to be included along with baked lighting anyhow
Shadows are expensive, and point&spot lights are expensive
I have neither, I only have a single directional light per scene and nothing more
Multiple directional lights can also rack up the cost
But having just ambient light and a shadowless directional light should be cheap
alright!! Thanks a bunch for all that info. Its gonna take me a while to set up the build pipeline and run it though but I'll come back to you when I have results. Thanks ❤️