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  1. Hello, I have some questions about a solution to render many projected lights and perhaps there is an alternative approach. Right now, our general approach for lighting is divided into: Point Lights (created as Billboards) Spot Lights (currently as Projected Lights) For the Point Lights, we tend to have quite high numbers in the visualized scenes (up to 60.000), and we have solved that pretty well so far, thanks to your support. For the Spot Lights, we decided for an approach where we use Projected Lights and render them in to a light map, which is used by a single Projected Light. This new projected light is placed 25.000 units above ground and has the light map assigned. While this gives us the performance boost we want to see with the high number of projected lights we have, it comes with a disadvantage: We lose the information about the original source position of the projected lights used, thus everything is illuminated, even though it would be physically above the light source (of the original projected light used to create the light map). Please note that we also need to update that light map dynamically, as we need to support switching some of the light points off and on dynamically, based on user input. I have created some sample data (image and video) to visualize the problem, see : problem.mp4 overview: Do you have suggestions of how to encode the source position (height) of the projected light into the light map to avoid illuminating objects that shouldn’t be? Or do you have other possible solutions? Looking forward to your feedback! Regards, Sascha
  2. Going 4K resolution with many lights

    Hi, we are now integrating lights for our airport scenes. We tried to implement it with LightProj Objects and are generating very much of them (>300). They have no shadows enabled but can use much screen space. We enabled visibility distance but it looks very odd when moving over the airport and suddenly lights go on or off. I did some profiling and the worst case I approached was arround 20 ms on the gpu for the deferred light pass for 170 lights in the viewport. Are there any other possibilitys in the engine to bake lights for open world environments which don't use that much processing power? Since we are running 4K we want at least approach stable 30 fps. I appended the microprofile dump to this message. Thanks in advance. Sebastian MicroProfile Capture.html
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