How many lights do you have?
<div class="IPBDescription">Did u consider this when mapping?</div>Have you ever count lights in your map?
I filter all objects and filter only lights and it says 40 !! This is really bad because my map is not finished yet
and i just optimized ligthts which mean in general I need more.
I'm so serious about those number of lights because this affects game performance due to high calculations.
So for the mid range gfx card maps, maps have to be optimized for this.
I think when I finish my map it will probably have 60 lights aproximetly. This is really huge i think.
In a quick calculation if you have 9 res and 9 tech points, and 2 lights for each, you need (9+9)x2=36 lights.
This is my minimal calculation that we consider those lights also lights corridors :)
What about your lights ?
I filter all objects and filter only lights and it says 40 !! This is really bad because my map is not finished yet
and i just optimized ligthts which mean in general I need more.
I'm so serious about those number of lights because this affects game performance due to high calculations.
So for the mid range gfx card maps, maps have to be optimized for this.
I think when I finish my map it will probably have 60 lights aproximetly. This is really huge i think.
In a quick calculation if you have 9 res and 9 tech points, and 2 lights for each, you need (9+9)x2=36 lights.
This is my minimal calculation that we consider those lights also lights corridors :)
What about your lights ?
Comments
So in general I'd get your lighting looking the way you want it, and then optimise and improve it if you think it's impacting performance.
Just bear all those in mind when lighting and you will get an efficient lighting setup.
Leaks are your main performance drop. When i finished the room for the screenshots in my thread, i blocked off all the entrances to the room with a face, just to seal off leaks, and performance got lifted by like 10 fps. there's not really a way to check for leaks other then keeping in mind what you did and did not seal off. Any leaks between faces will show up in game (where the reflection seems to go through the roof).
With no cast shadows on, i think you can make 200 lights an area for about the same performance dev maps will bring (a guesstimate with optimization and the DM_ranges in mind). With cast shadows, i think you'll be around 100. Yeah i know it's high but for some sort of reason i can keep adding stuff in the editor till that runs like crap and ingame it just keeps running smooth.
Only 4 of them casting shadows though and many (probably expendable), with very small radius just illuminating lights on textures further.
No performance issues so far, dunno about low-spec systems though.
I only noticed performance issues, when there are too many shadow casting lights.
For lights that don't cast shadows it is just checking the distance each pixel of the texture is from the light source and the dot product between the face and the direction of the light source to give correct intensity.
Sorry to get so technical figured it's nice to know why one method is so much more costly than the other. This being said I am quite impressed with the way this engine handles lighting as even point lights in theory are quite costly.
For lights that don't cast shadows it is just checking the distance each pixel of the texture is from the light source and the dot product between the face and the direction of the light source to give correct intensity.<!--QuoteEnd--></div><!--QuoteEEnd-->
<3
I already knew about shadows being expensive and all, but I didnt know how it figured out the intensity (last paragraph). Love to know.
<!--quoteo(post=1775973:date=Jun 24 2010, 12:00 AM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Jun 24 2010, 12:00 AM) <a href="index.php?act=findpost&pid=1775973"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sorry to get so technical figured it's nice to know why one method is so much more costly than the other. This being said I am quite impressed with the way this engine handles lighting as even point lights in theory are quite costly.<!--QuoteEnd--></div><!--QuoteEEnd-->
NOES! I love when it gets technical, thats the fun part of following the progress of ns2 aswell as being on those forums XD.
For lights that don't cast shadows it is just checking the distance each pixel of the texture is from the light source and the dot product between the face and the direction of the light source to give correct intensity.
Sorry to get so technical figured it's nice to know why one method is so much more costly than the other. This being said I am quite impressed with the way this engine handles lighting as even point lights in theory are quite costly.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks, that is why I'm so serious about this.
<img src="http://imgur.com/rHap0.jpg" border="0" class="linked-image" />
To me 75 lights seems excessive, when I actually look at it now.
Ever heard about deferred rendering? ;)
But yeah, if you're speaking of point lights casting shadows, you are right.
But yeah, if you're speaking of point lights casting shadows, you are right.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well yes but I haven't actually implemented it before so I was a bit unfamiliar however I can see this must be what they are doing. Makes a lot more sense now how the engine handles so many lights at once so easily.
It seems a lot of work to adjust the 6 colors properly and the whole thing seems very inflexible to me considering that you only have one brightness, which means you have to use proper colors to adjust brightness for different directions. The basic color (not the directions) doesn't seem to work either.
Moreover, unless I screwed up somewhere, I noticed that additional of those special lights don't work, if they overlap?!?
I get far better results with placing omnis all over a location with different color and brightness depending on the environment, so I'm wondering if I miss something.
However, at this point, it's hard to get good performance numbers. So, the real answer is as many lights as needed to make it look good!!!
the only thing you need to remember is, that you have to work with layer's. Otherwise your performance in the editor is just horrible. Ingame i didn't realized any performance issues with few or many lights.
That is really WOWWWWWWWWWWW !!
I just wonder how monay total light did it have?