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Which is Light Baking approach is best for maintaining smooth continuous level loading?

Discussion in 'Global Illumination' started by doublegumbo, Dec 19, 2018.

  1. doublegumbo

    doublegumbo

    Joined:
    Oct 24, 2013
    Posts:
    53
    My game takes place in a large city block, with a few different stores and apartments that the player can visit in which are loaded and unloaded additively.

    A part from some subtle flickering of the street lamps, the lighting is fixed and I want the minimum spec to be a mid-range PC.

    It seems baked GI is recommended, but how does baked GI have a different impact on level loading performance vs Realtime Global GI?

    If I go with baked GI, I'm anticipating a lot of memory being reserved for the light maps, and I anticipate the frames where the level loads for the first time having to call up that memory, resulting in hitching etc. If I go with Realtime GI, it's less performant overall, but how much so?

    Based on your experience, which approach would you recommend I go with for this project?

    thanks!