diff --git a/tutorials/3d/global_illumination/using_lightmap_gi.rst b/tutorials/3d/global_illumination/using_lightmap_gi.rst index 74f85b0dd20..32cb54d5f5b 100644 --- a/tutorials/3d/global_illumination/using_lightmap_gi.rst +++ b/tutorials/3d/global_illumination/using_lightmap_gi.rst @@ -645,6 +645,14 @@ Reducing LightmapGI artifacts If you notice LightmapGI nodes popping in and out of existence as the camera moves, this is most likely because the engine is rendering too many LightmapGI -instances at once. Godot is limited to rendering 8 LightmapGI nodes at once, -which means up to 8 instances can be in the camera view before some of them will -start flickering. +instances at once. + +Here are the limits for each renderer: + +- **Forward+**: Up to 8 LightmapGI nodes can be rendered at once. +- **Forward Mobile**: Up to 2 LightmapGI nodes can be rendered at once. +- **Compatibility**: An unlimited number of LightmapGI nodes can be rendered at once. + +If this limit is exceeded, meshes that use lightmaps from extraneous LightmapGI +nodes will not display lightmaps on them. Dynamic objects within their bounds also +won't receive lighting.