hello, i’m working on the project(PC) and the only thing we can’t get through is optimization, after all mesh combination stuff looks like the problem was in the light, i already read about lighmapping, but the real question is about vertex light, basicly all our light is per-pixel and to optimize the scene i convert some of them in to vertex light, but here is a problem, i modeled floors and walls(and etc) in like few polygons, so vertex light doesn’t work such way, so i would like to know is vertex light uses alot in games nowdays, and is it worth it to set a good polycount on stuff like floors and walls to use vertex light or it’s better just lightmap pixel light. thanks
1 Answer
1A vertex light against multiple polygons is cheaper than pixel lights - that said, light mapping can often give you amazing quality results for very little cost.
On a PC you should be able to get away with pixel lighting (depending on the graphics hardware) - I played with vertex lit pipelines, but now I just have a number of my shaders use Vertex lighting for performance improvement where necessary and where the effect looks good enough.
thank you for responding, need to retopo alot of stuff now :)
– nonhz