With 1/3 of the Game done, we reached the point where baking lights seems just impossible. No matter how I tweak the paramters, it won’t complete at all and the amount of maps will fill the RAM at runtime endlessly.
The map looks like this:
There are lots of culled objects in the base on the right side of the picture and theres a full second underground level below the base filled with rooms, needed in the story.
My “Count Scene Objects Script” says: “You have 47461 objects in your scene, 33284 are renderers”
Total Triangle Count is 26 673 892, Verts: 29 333 837.
InGame this is fine, because the OnScreen-Tris-Count is about 3M max and with baked lightning (before we created the last ~7 rooms) it was running fine.
But now, without baking, performance as well as graphics becomes a problem.
Any Ideas how to solve this? Sometimes it feels like the engine is just not capable of handling this kind of game - in that case, we would need a loading-gate between our areas to have seperate levels which can have their own lightmaps … but I’d really like to have a seamless experience of the game, seamless open world.
