Shadow casting is still considered when the lighting intensity has been set to 0.
This is a regression in performance from 4.12.5 where a lights intensity that was set to 0 would not be considered, but in 4.13 and higher when the intensity is set to 0 there is not a significant return on performance. When shadow casting is disabled while the light's intensity is set to 0 you will get the FPS back.
Test project is attached that can easily reproduce this:
1. Open the attached project
2. PIE
3. Enter the command Stat FPS
4. Press F to set the light intensity to 0.0
5. Press R to set Shadow Casting OFF.
Regression: Yes
Results: Shadow casting is still considered when lighting intensity has been set to 0.
Expected: Shadow casting should not be a factor when the light's intensity has been set to 0.0.
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Head over to the existing Questions & Answers thread and let us know what's up.
6 |
Component | UE - Graphics Features |
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Affects Versions | 4.13, 4.14 |
Target Fix | 4.16 |
Created | Sep 8, 2016 |
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Resolved | Mar 24, 2017 |
Updated | Apr 27, 2018 |