![]() Selecting Select > Select All PointLight Actors.You can easily check and disable this variable on all PointLights on your map by: This performance hit can be magnified quite significantly when you end up having a cluster of PointLights also casting multiple dynamic shadows in the same area. During gameplay, you may see huge fluctuations with your FPS based on the action/number of zeds present in the screen within the vicinity of these lights. Each of these actors will be casting dynamics shadows, which are already quite demanding. This particular option may not seem problematic when playing in the editor, this is because the performance hit only occurs when there are many actors (Zeds/Players) within the light's radius. NEVER USE DYNAMIC SHADOWS WITH POINTLIGHTS! Dynamic Shadows should only be reserved for SpotLights. You always want to make sure that this variable is DISABLED for any PointLights in your map. This is located under the PointLight Properties > Light Component > Light Component. This is not entirely the level designers fault as one particular variable: Cast Per Object Dynamic Shadows is enabled by default. One trap a lot of new maps fall into is the unintended over-use and mishandling of dynamic shadows with PointLights. You may be able to achieve the same lighting intent with a smaller radius and larger brightness. It is recommended to adjust the radius size to be just enough to get the desired effect and not to be over generous. SpotLights cast in 1 particular direction, While Pointlights have to cast multiple SpotLights in directions around the entire radius ( PointLights are 2x more costly in performance however in saying this - you are able to have many combinations of PointLights and SpotLights without too much of a performance hit).īoth lights are affected by the size of the Radius that they have - as you would expect, having a larger radius has a larger impact on performance. SpotLights perform better than PointLights. The techniques below are listed in order of the stages you should implement them starting from being able to apply them at anytime and ending with final/last stage tweaks before publishing a map. It is recommended that you read through the entire guide and apply all the principles to your map before you release it on the workshop. This page will give a comprehensive guide to increasing the performance of your map while also optimizing the player experience looking at making smooth player movement around the map and general bug fixing. 7 Splatter Map Resolution Standardization.4.2.3 Fixing Issue 3: Props that players can stand on or stick out too much.4.2.2 Fixing Issue 2: Props that stop player momentum.4.2.1 Fixing Issue 1: Small Prop Collision.3 Mesh Density and Material & Particle Effect Complexity.~ Community Map by Sean 'synchaoz' Nielsen. that is if you survive deployment to this space. Keep an eye out for the strange, and don’t be afraid to poke around to see what you find, there may be more out there. And before you ask, no we don’t know what to prepare you for, hence why you’re going into the blasted thing to find out! Keep your wits about you, but most of all, figure out who or what is behind this. So far all we’ve really gotten out of it is something about defense, or staying with it, maybe to keep it company?Įither way, it or something won’t let our drones back through the portals. Something over there is reaching out (and we aren’t talking about the zeds and the portals, see if you can’t find something on that and see if one of the “good” doctors has gotten into now) and attempting to communicate. We aren’t quite sure about the what, when, where or anything else about this realm. ![]() We’ve spotted swampland, a desert, a bloody castle and more! And you guessed it, we’re sending you in. well we would say out of this world but that isn’t the whole story. Mercs, Those portals you’ve been chasing have lead to somewhere.
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