UE5 Optimisation: How To Find And Fix Lightmap Densities

  Рет қаралды 8,843

Matt Aspland

Matt Aspland

10 ай бұрын

Hey guys, in today's video I'm going to be showing you how to view the lightmap density of meshes in your scene and how to modify them to increase performance in your Unreal Engine projects and games, as well as fixing a potential crash you may get when building the lighting.
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To access the project files and screenshots from the video, check out my Patreon above!
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Пікірлер: 36
@KomodoBitGames
@KomodoBitGames 10 ай бұрын
I’m about to start work on optimizing my open world level so this was right on time. I’ve been doing unreal for 2 years now and I am just now learning about this
@MooseheadStudios
@MooseheadStudios 10 ай бұрын
quick and usefull thank you
@ShashankDule
@ShashankDule 4 ай бұрын
Cool Thanks for This information
@Pierraxl
@Pierraxl 10 ай бұрын
Just to answer everybody about lumen, this tutorial is irelevant if you use lumen. Here is a list of disabled system by lumen - Lightmaps - Lightmass portals - Lightmass volume - Ambient occlusion - Reflection captures - lightmap UV - light functions - Distance field
@skanda2186
@skanda2186 9 ай бұрын
Absolutely important information. Thank you for sharing.
@SolarTara
@SolarTara 7 ай бұрын
I believe reflection captures can still be used with lumen if you are not using lumen reflections. (you can choose to override it or not)!
@PatrickTheDM
@PatrickTheDM 10 ай бұрын
Awesome, you just gave me a ton of work to to to Mazemerizz! (I finally named the game) Edit: Well not as bad as I thought. I only had to change a handful of lightmaps on a few levels.
@1.1st
@1.1st 10 ай бұрын
I think that this tutorial will help me to fix my project essue i will try when i finish some works
@Danha808
@Danha808 10 ай бұрын
Do you need to build lighting before you package the game or does package game button build the lighting already?
@Ervins_from_Latvia
@Ervins_from_Latvia 2 ай бұрын
I wonder, is there any way to select all 'reds' and lower the value in bulk? Some sort of 'smart filter' or something?
@DeadEndGames
@DeadEndGames 9 ай бұрын
Hello Mat. How do I send you my game for when you next do a video on viewers games?
@apterous420
@apterous420 Ай бұрын
what kind of lights is the scene using?
@sasbando
@sasbando 6 ай бұрын
hi mat great video, i have a grass mesh used in grass types, is there a way i can do this in the static mesh itself as its painted onto landscape as opposed to placed in the world. i hope this made sense haha. thanks
@Relyinglemming6
@Relyinglemming6 4 ай бұрын
Just go to the asset its self but make sure its the asset that is placed in the world, when you place grass/trees in a world there will be 2 assets just change them both and you should be good. Double click on them and look for Lightmap and change it.
@PaburoVIII
@PaburoVIII 8 ай бұрын
Can I use lumen and ray tracing? I broke my escene and many normal msps became pink and some models kinda broke the normals any idea how can I fix it?
@zainophrenicgaming2727
@zainophrenicgaming2727 10 ай бұрын
Hello, Im your Big fans, can you tell me how to add more weapon, upgrade weapon system like TLOU & how to make A.I/Enemy react to sound... & How to try the game or play the game after finish...??
@RiverFox_YT
@RiverFox_YT 4 ай бұрын
does this work for instanced static meshes? because they all show as black?
@DarkRodFR
@DarkRodFR 10 ай бұрын
long process , any idea how for optimize faster ?
@Morwag_Scrums
@Morwag_Scrums 9 күн бұрын
Does Density matter if you’re using moveable lighting??
@astrochris6092
@astrochris6092 10 ай бұрын
Is this still relevant when using lumen and/or virtual shadow maps?
@Pierraxl
@Pierraxl 10 ай бұрын
This tutorial is irelevant if you use lumen. Here is a list of disabled system by lumen - Lightmaps - Lightmass portals - Lightmass volume - Ambient occlusion - Reflection captures - lightmap UV - light functions - Distance field
@pixelasm
@pixelasm 10 ай бұрын
Thanks for sharing the tip, although I wonder if there is an automated way to do this. As the engine is able to detect the lightmap densities and render each mesh accordingly it must have the info what value could be optimal per mesh. At least this could give a good start and leave fine tuning to the user for when the player is meant to interact with one or the other object more closely ...
@TheBrowney95
@TheBrowney95 10 ай бұрын
There's a plugin called AutoLightmapUER that works quite well
@hendra_winata13
@hendra_winata13 10 ай бұрын
Does we need to do this since we are using lumen and many more new tools?
@Pierraxl
@Pierraxl 10 ай бұрын
This tutorial is irelevant if you use lumen. Here is a list of disabled system by lumen - Lightmaps - Lightmass portals - Lightmass volume - Ambient occlusion - Reflection captures - lightmap UV - light functions - Distance field
@hendra_winata13
@hendra_winata13 10 ай бұрын
Thank you very much, light functions too?@@Pierraxl
@SketchyGameDev
@SketchyGameDev 10 ай бұрын
So, my game is really relying on lumen, pretty much all my lighting is from emissive materials, so it’s fully dynamic. Is this a horrible mistake? 😂
@KomodoBitGames
@KomodoBitGames 10 ай бұрын
If you are fine with your game having a highish spec requirement then there is nothing wrong with it, if you are targeting lower end hardware too you should make it an option. Emissives can bake static lighting too
@SketchyGameDev
@SketchyGameDev 10 ай бұрын
@@KomodoBitGames well I couldn’t figure out the baked lighting, my light map density debug view doesn’t work, and I don’t know if it’s related to my UV maps or enabling static lighting, but I think vertex color lights should work fine instead
@carlosrivadulla8903
@carlosrivadulla8903 10 ай бұрын
are lightmaps required if u are using lumen?
@Pierraxl
@Pierraxl 10 ай бұрын
This tutorial is irelevant if you use lumen. Here is a list of disabled system by lumen - Lightmaps - Lightmass portals - Lightmass volume - Ambient occlusion - Reflection captures - lightmap UV - light functions - Distance field
@deeppixelstudio
@deeppixelstudio Ай бұрын
if it's black?
@MrPangahas
@MrPangahas 9 ай бұрын
Can you make a tutorial about item durability65777777777777777777
@JackeryPumpkin
@JackeryPumpkin 10 ай бұрын
Your videos are too sparse. How does this help with lumen? Does it help with lumen at all? You didn’t even show how your changes affected the look of the scene.
@Fighter05
@Fighter05 10 ай бұрын
Lightmaps are only used in baked lighting so they don't apply to global illumination/lumen unless you are using static lights. Basically they're the texture the engine creates and slaps onto things to mimic the light you placed at runtime for performance. Lightmap density is just the Texel density of the texture. The higher the number, the redder the debug screen. High texel density means the lightmap is being wasted on this area of the mesh. Since lightmaps take CPU time to create and space on the players GPU vram during runtime, for no real benefit, it shows red, yellow, etc. Everything green means that based upon all the lighting in the scene, the resulting lightmap generation will be sufficient to show detailed lighting at the lowest memory cost. And the opposite is true as well, Dark blue, blue etc doesn't mean best. Blue means the size of the lightmap and the texel density is too low and you will star to get shadow artifacting and smudged lighting effects. Blue is the best performance however. Green is what Epic recommends, yellow, red mean overly complex for little benefit.
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