Miauz55555 wrote:
ONS-Aggressive-Alleys-C:
The wall textures looks like they are set to unlid. It's still a night map and should be lighted like one, not like a sunny beach map (sorry). The Alleys where are no lights are very dark (black). I know normaly you don't use the zonelight when you want proper lightning, but a litle bit as a kind of global light? ....
Fully agrees, setting the Ambient brightness of Zone infos to 0 leads you to put lights everywhere, sure the map will be beautiful but it can bring somes serious fps drops even more with biggers lights radius because you are attracted to put highers radius and mores lights for avoid the darkest zones, for a good balance between pretty visuals and good performances no need to put high values but something like 5-15, it's a fairly common thing.
Lights types should be set to theirs defaults values (LT_Steady) for bests optimizations.
The better alternative to lights for all exteriors map are sunlights, a good example is Dria with four sunlights, a beautiful map with bests lightnings effects and sunlights if DM-CBP2-Achilles, you can even choose what they are going to illuminate by set the bSpecialLit value on both sunlights and matching static meshes, or terrain.
Sunlights can also be putting directly in the SkyZone, in this case it will giving a smooth effect of lightning, can be used for a beautiful moonshine night (see DM-ChronusGate-NIGHT-V2).
ONS-Aggressive-Alleys-C:The wall textures are not set to unlit but they are not illuminated except by the residual of the big radius of lights , just try in the Top window of Unrealed : right click/actors/Radii View and select all lights, it's impressive, think that lightnings are calculate for each actors multiply by the number of lights radius that collides with them.