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uberbax's avatar
uberbax
Explorer
10 years ago

Oculus start jittering when scene contains many lights

Hi, guys !
My problem is : oculus start jittering when scene contains many lights (  > 3). And strange thing is that it doesnt matter how high my FPS is 50 or 100, it seems that light number is the only thing that matter. Computer configuration is : GTX 970, Core-i5, Oculus CV1/DK2. I use point lights mostly, of course making them "baked" can solve the problem but not for long.
So, guys, any help will be appreciated !

5 Replies

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  • Why does baked lighting not solve the problem for long? Are you trying to do dynamic shadows?
  • Have you tried using the deferred renderer? That will make it less expensive to add lights.

    Note: with deferred, you won't be able to use multisample anti-aliasing. If there is a lot of aliasing, you can increase the render scale (UnityEngine.VR.VRSettings.renderScale) slightly, but it won't help beyond ~1.2 since we don't generate mipmaps yet.
  • Is there a design reason why you need all the lights providing dynamic shadows? Could you live with only 1 light providing shadows, while the rest are used by baked lighting? Unity has a supposed fix for mixed lighting coming soon (which allows dynamic shadows on baked light surfaces). In that case, you can use a direct light to produce shadows, while all your point lights contribute to general lighting of the scene. If you really want, you can have multiple direct lights in the scene, and you enable/disable the direct light you want to use based on desired aesthetics.
  • Thank you guys for the response. I'll try these techniques in order to get rid of jittering ) I've already considered option with only one light providing shadows as a good one with an addition of switching algorythm in some cases )