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Lights with energy set to 0 are not culled from rendering. This means performance won't improve when you set a light's energy to 0. Instead, you need to set the light's visible property to false. This can lead to unexpectedly low performance when animating lights in and out using an AnimationPlayer.
Lights energy = 1
Lights energy = 0
Look at the FPS counter in the top-left corner and compare with the above screenshot:
Steps to reproduce
Add any kind of 3D light node.
Set its Energy property to 0.
Notice performance will be the same as if Energy was set to 1.
master
version of #56632. I'm opening a separate issue as this needs to be implemented separately from3.x
.Godot version
4.0.dev (8f6cba3)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 495.46)
Issue description
Lights with energy set to 0 are not culled from rendering. This means performance won't improve when you set a light's energy to 0. Instead, you need to set the light's
visible
property tofalse
. This can lead to unexpectedly low performance when animating lights in and out using an AnimationPlayer.Lights energy = 1
Lights energy = 0
Look at the FPS counter in the top-left corner and compare with the above screenshot:
Steps to reproduce
Minimal reproduction project
test_light_hide_master.zip
The MRP has 1 DirectionalLight with shadows enabled, 6 red OmniLights with shadows enabled and 6 green SpotLights with shadows enabled.
visible
property.visible
property.visible
property.energy
property between 1.0 and 0.0.The text was updated successfully, but these errors were encountered: