Forum Discussion
Curtis
11 years agoExplorer
Point Light Problems
Has anyone ran into problems with point lights? I am using forward rendering, and there is a lot of "pop in" I don't know what else to call it. One eye is catching the light like normal, while the other one slowly fills in. It physically feels like you have something in your eye when it happens, not pleasant at all :cry:
the left eye seems to be ok(ish), with most of the problems in the right eye.
Any tips?
edit: I forgot to mention I am still using DK1
the left eye seems to be ok(ish), with most of the problems in the right eye.
Any tips?
edit: I forgot to mention I am still using DK1
12 Replies
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- drashHeroic ExplorerIf you have multiple point lights they could be competing with each other (and thus dropping off unexpectedly, etc) if you have your Pixel Light Count too low (in Quality Settings). The flip side is that there are performance implications if you do have too many at once.
- brendenfrankHonored GuestIn your Quality Settings there's a "pixel light count". Increasing that number will fix the problem. Alternatively you can force your point lights into pixel mode by selecting "Important" from the light component's priority dropbox.
- CurtisExplorerThanks for the responses, but neither of those situations are the culprit I am afraid. All my lighting worked fine in the previous sdk. This new problem seems to be some sort of culling issue. Its pretty clear SDK 4.0 has some serious issues when it comes to lighting.
I set render mode to important, turned up pixel count and its the same problem.
Am I the only one with point light issues? It seems crazy that something as fundamental as lighting would be so over looked, so maybe it is just me. But then again deferred lighting is straight up unusable, so who knows :shock: - AntonHonored GuestTo my knowledge, this is a problem with assymetric frusta in Unity. I don't like the light culling takes into account the custom camera matrix at _all_. Shuriken particles systems have the same problem in some cases.
The current sdk is basically unusable, though partial responsibility does currently lay with Unity and when/if they decide to prioritize helping oculus out getting any of this shit working *grumble* - WelbyAdventurer
"Curtis" wrote:
Thanks for the responses, but neither of those situations are the culprit I am afraid. All my lighting worked fine in the previous sdk. This new problem seems to be some sort of culling issue. Its pretty clear SDK 4.0 has some serious issues when it comes to lighting.
I set render mode to important, turned up pixel count and its the same problem.
Am I the only one with point light issues? It seems crazy that something as fundamental as lighting would be so over looked, so maybe it is just me. But then again deferred lighting is straight up unusable, so who knows :shock:
I've the exactly same problem.
Waiting for some helps. - diablosv21Honored GuestHave you tried this fix?
https://developer.oculusvr.com/forums/viewtopic.php?f=34&t=11014#p157055
After applying this to my project everything came good. - WelbyAdventurer
"diablosv21" wrote:
Have you tried this fix?
https://developer.oculusvr.com/forums/viewtopic.php?f=34&t=11014#p157055
After applying this to my project everything came good.
Yeah! This works for me too.
Thanks a lot! - CurtisExplorer
"diablosv21" wrote:
Have you tried this fix?
https://developer.oculusvr.com/forums/viewtopic.php?f=34&t=11014#p157055
After applying this to my project everything came good.
Awesome, that totally fixes deferred lighting! Thanks for that.
Still having the same problems with point lights in forward rendering though.
Now if only there was a patch for point lights and dx11.... :D - WelbyAdventurer
"Curtis" wrote:
"diablosv21" wrote:
Have you tried this fix?
https://developer.oculusvr.com/forums/viewtopic.php?f=34&t=11014#p157055
After applying this to my project everything came good.
Awesome, that totally fixes deferred lighting! Thanks for that.
Still having the same problems with point lights in forward rendering though.
Now if only there was a patch for point lights and dx11.... :D
it seems to work for the point light too for me :O - CurtisExplorerhmm, are you using forward or deferred lighting?
At any rate, I am glad your project is working! ;)
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