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Performance difference: number of lights while real time is turned off

Discussion in 'General Graphics' started by NvdL, May 28, 2017.

  1. NvdL

    NvdL

    Joined:
    Feb 22, 2017
    Posts:
    14
    Hello all,
    I have a scene (with first person viewer) which contains quite a lot of textures and vertices and is thus computationally expensive to render. Therefore, when running the game, I would like to use only baked textures.
    In the lighting settings I turned off real-time lighting (realltime global illumatic) and I have turned on Baked global illumination.
    I have lamps (point) in the scene which I all turned to static and mode: baked.
    All objects are static except for the Camera rig (VRTK, steam VR).
    Given all the above settings, I expected that all textures will be baked and that there would be no real time rendering. However, the number of lamps I have in the scene makes a large difference for performance. With 5 lights the . How is this possible? Since it should all be baked, I though theoretically the number of draw calls would be the same? Am I misunderstanding this mechanism or have I forgotten to turn on/off a certain setting? Btw, how can I check whether anything is still rendered in real time?
    I attached screen shots of the profiler for illustration.
    Thanks in advance!
    Best, Nynke
     

    Attached Files:

  2. NvdL

    NvdL

    Joined:
    Feb 22, 2017
    Posts:
    14
    Anyone an idea? How is it possible that the number of lamps still matters while realtime lighting is off? (or am I missing a setting to really turn it off?)