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Using High Shadow Detail

 

Some advice for other community mappers: some of the furniture prefabs have "High Shadow Detail" enabled on most surfaces, which (I'm told) doubles the lightmaps for each poly. If you couple this with dynamic lighting effects such as torches, it will facking kill your map on low end systems when theoretically it could perform adequately.

I noticed areas that were chugging despite short occlusion times and low node/poly counts, and the high shadow detail on the furniture seemed to be doing it. High shadow detail is great for floors and walls (and even then not needed all the time), but not really necessary on smaller polys. Also, dynamic lightmaps on stairs and furniture = Ack.

 

 

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