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iOS spot light / point light shadows not showing on device #39014
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Is this in GLES2 or GLES3? |
Sorry it’s the same in both |
seems similar to #24710 |
Hello, |
Real-time lights will always be expensive on mobile devices, especially when shadows are enabled. If you want shadows on mobile, it's best to use baked lightmaps. The current lightmapper isn't great but there will be a new one in 3.2.4: #44628 Also, consider rendering the viewport at a lower resolution using the The optimization tutorials are worth reading if you want to know more optimization tips. |
This is still an issue on all versions of Godot up to 3.2.4 rc 2. Are developers not supposed to use spot / point lights on mobile? If that is the case maybe we should have an option in the editor to be able to display how the game will look when exported to mobile. It’s very disappointing to set everything up in the editor only to have it look like garbage on high end mobiles |
It's recommended to use baked lightmaps on mobile with the omni/spot lights' bake mode set to All (instead of the default Indirect). This way, you get the best possible performance and no issues with real-time shadows. On mobile (and even on desktop sometimes), a lot of the most popular games are still doing this for point lights in 2021.
Unfortunately, there's no way to emulate all the rendering bugs that may occur on mobile on a desktop platform. |
Blinn and Lambert are enabled on mobile for performance reasons. |
I understand that, but my argument still stands, there are lots of things that could be disabled for performance reasons. A new user will still think that the engine looks like crap by default without lots of tinkering and move on to other things |
I'm not sure if defaulting to settings that perform really poorly on mobile is a better thing to do... Keep in mind that iOS devices are significantly faster than nearly all Android devices out there, for at least 3 reasons:
However, defaulting to different graphics settings between iOS and Android is a can of worms as it will cause exported projects to behave differently depending on the target platform. It's good that your iOS device can deliver good performance on mobile with the high quality settings enabled, but this may not be true on a mid-range Android device released 3 years ago. |
The vertex lighting issue will probably be solved by #42543 |
maybe you're right. I was incredibly frustrated and spent a very long time trying to get something running on my phone at a reasonable quality that I knew the device could run with ease. (I even downloaded Unity again) I suspect that other iOS devs would have the same issue and just give up and move on which is a shame because the rest of the engine is very easy to use and is a joy to work in. |
Thanks :) |
Hello, for me I have a scene with dices rolled with dynamic shadows. |
IPhone 6+ is over 6 and a half years old, at some point I think it’s foolish to have settings enabled so that old tech still works, surely it’s better to have a good middle ground in the settings so that scenes actually resemble what’s in the editor. Instead we have settings enabled that try to run on everything and we are left disappointed when we export. I would much prefer to export my project and actually see what I designed in the editor and then if it runs like crap on my hardware I know that I need to dial it down a bit. At the moment when we export it runs great but looks nothing like what is in the editor and we have no way of knowing if it’s a hardware or Godot limitation and what settings if any I need to toggle to get good visuals. |
When 3.4 releases can you re-enable force vertex shading and see if your problem has gone away? |
@ViktorEvil Can you (or anyone else) still reproduce this bug in Godot 3.4.3 or any later release? |
it looks fixed for me I have just re-enabled “Force Vertex Shading.mobile”, “Force Blinn Over Ggx.mobile” and “Force Lambert Over Burley.mobile” and I get a similar looking results with the mobile settings enabled I use about 30MB less RAM but with slightly worse visuals, frame rate is roughly the same with only a 0.2 ms frame time difference |
Wonderful, thank you for following up! Closing as fixed. |
Godot version:
3.2.1 standard and 3.2.2 beta 3 standard
OS/device including version:
iOS 13.5 iPhone 11
Issue description:
iOS spot light / point light shadows not showing on device
Steps to reproduce:
minimal project using cube meshes and a few lights and only shadows from direction lights are shown on device when running
Minimal reproduction project:
iOS Shadows.zip
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