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'Progressive Lightmapper Large Scene Support'

Discussion in '2018.1 Beta' started by JohnLabern, Mar 26, 2018.

  1. JohnLabern

    JohnLabern

    Joined:
    Nov 13, 2017
    Posts:
    75
    So, I have seen this on track in the Unity 2018.1 roadmap page, what does it exactly mean? Does it remove the Progressive Lightmapper maximum 10000 instance limit?

    I'm currently working on some large scenes for my game and I wonder if I should delay their baking if Unity 2018 involves any advantage to it.

    Regards,
    JV
     
  2. KnightsShadow

    KnightsShadow

    Joined:
    Jan 21, 2013
    Posts:
    14
    This means you can build large scenes at high settings without having 100GB RAM.
    This was previously a real problem and now seems to be fixed
     
    JohnLabern likes this.
  3. JohnLabern

    JohnLabern

    Joined:
    Nov 13, 2017
    Posts:
    75
    Oh, alright, thanks!
     
  4. TooManySugar

    TooManySugar

    Joined:
    Aug 2, 2015
    Posts:
    864
    That is funny because today I tried to use PLM on a relatively complex outdoor scene and got out of mem like seconds after hitting bake. 16gb RAM.
     
  5. KnightsShadow

    KnightsShadow

    Joined:
    Jan 21, 2013
    Posts:
    14
    That's interesting. I had some scenes I could not bake before because of memory reasons and those are now perfectly doable. Taking their time but at least no out of memory.
    Maybe you can file a bug report so unity staff can further improve on this?
     
  6. kubacupisz

    kubacupisz

    Unity Technologies

    Joined:
    Jan 28, 2014
    Posts:
    4
    Hey, in 2018.1 we did a few things related on that topic:
    • added memory tracking - you can see the total memory usage of the lightmapper in the bottom part of the Lighting window and details in the Profiler > Memory > Detailed > Take sample: Editor and here Other > Progressive Lightmapper
    • limited peak memory usage by only working on:
      • on a handful of lightmaps when view prioritization is ON
      • on one lightmap at a time when view prioritization is OFF
    • remove the global object limit

    We'll continue improving in this area to make sure we can successfully bake even when your system doesn't have much memory available.
    Tips:
    1. Turn off view prioritization to make us work on just one lightmap at a time.
    2. Set the Lightmap Size to a lower value if 1. was not enough. Right now the smallest chunk we work on is a lightmap, but in the future we'll probably work on smaller tiles.
    3. Restart your system before baking.
    4. Using terrains in the CPU lightmapper has substantial memory requirements related to geometry right now. If possible, lower your heightmap resolution.