Hello all,
I have a scene (with first person viewer) which contains quite a lot of textures and vertices and is thus computationally expensive to render. Therefore, when running the game, I would like to use only baked textures.
In the lighting settings I turned off real-time lighting (realltime global illumatic) and I have turned on Baked global illumination.
I have lamps (point) in the scene which I all turned to static and mode: baked.
All objects are static except for the Camera rig (VRTK, steam VR).
Given all the above settings, I expected that all textures will be baked and that there would be no real time rendering. However, the number of lamps I have in the scene makes a large difference for performance. With 5 lights the . How is this possible? Since it should all be baked, I though theoretically the number of draw calls would be the same? Am I misunderstanding this mechanism or have I forgotten to turn on/off a certain setting? Btw, how can I check whether anything is still rendered in real time?
I attached screen shots of the profiler for illustration.
Thanks in advance!
Best, Nynke
Anyone an idea? How is it possible that the number of lamps still matters while realtime lighting is off? (or am I missing a setting to really turn it off?)