Static light
complete
GTNardy
complete
Kevin Allard
I agree with cedi, map optimization is essential to have a real comfort in game.
If we can do this, we could do a lot more for the community and make the game much more accessible to small graphics cards.
T
Timmy
This is more an UE issue than a nanos issue.
As said on lumen's docs:
> When Lumen is enabled for a project, precomputed static lighting contributions are disabled and all lightmaps are hidden.
Cedi
Timmy:
i obviously know that lumen is 100% dynamic and i can understand but since we can use both GI and can set a post process to avoid lumen for some part of the map it can be still usefull
or make an addition to force player to use a GI , like only Lumen or idk
idk why player can choose the GI in the parameters settings cause its looks so differents between both of the different GI, for exemple on the BR if we activate Lumen the map is so much darker , so for futur project it can be an issue too
why not simply base the parameters curent post process for exemple
GTNardy
Cedi: Unfortunately we can't toggle it in runtime, enabling one will disable the other in the shader compiled code (also meaning all assets need to be recompiled), if we allow Static Light we will lose Lumen