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The Dynamic Lighting Portal System provides an easy way to optimize dynamic lighting performance in large levels. Optimization is the key!
Unreal Engine culling is great, but when it comes to dynamic lights, there is still a lot of improvements that can be made.
This tool allows you to get a massive performance boost without any quality loss!
The portal system toggles lights visibility to true only when you can see them, tremendously improving the performance. The performance gain will depend on your level layout and number of dynamic lights.
All you need to do is setup portals and zones. I am explaining it in detail in this video tutorial
All the lights, and this include point lights, spot lights and all the lights attached in blueprints inside a zone will be set to visible when:
1) You are inside the zone
2) The zone is visible through a portal
The portal visibility check is based on Unreal Engine built in HZB occlusion, so it's extremely fast and efficient performance wise.
To give you an idea, we have tested in levels from 4000 to 25 000 actors, with 50 to 500+ dynamic lights, more than half of them casting shadows. Volumetric lighting enabled.
We're getting 30 to 60% performance improvement with this system, making them playable on a low end gaming computers (8 years old i7 950 processor and GTX 950 graphic card).
All that in Epic settings for everything except shadow (high)
For support or any questions, please contact us at firstname.lastname@example.org.
If you post a comment here, we aren't notified and can't answer you quickly. Thank you!
1) Added a way to exclude light components from system with "ExcludeFromPortalSystem" tag
2) Added a way to rebuild system at runtime to support procedural levels
3) Added a way to notify the system a light has moved (support for movable lights)
4) Added a way to add new lights to the system during runtime
5) Added the possibility to extend portal system from blueprints
6) Support for UE 4.17
1) Fix crash when removing portal/zones while optimisation is enabled in editor
1) Fixes for shipping build
2)Plugin only use isVisible so developpers can use isHiddenInGame
Online Documentation is available here ( with update 1.1 review video )
Code Modules: (Please include a full list of each Plugin module and their module type (Runtime, Editor etc.))
Number of Blueprints: 7
Number of C++ Classes: 6
Network Replicated: No
Supported Development Platforms: All
Supported Target Build Platforms: Windows Mac Linux (Should work on any platform using frustum culling and occlusion culling, we just haven't been able to test it.)
Documentation: Doc is included in the plugin : Plugins\PortalSystem\Doc\index.html
Example Project: An example map is provided inside the plugin
Important/Additional Notes: The performance gain will vary depending on your level design and the type of level (indoor / outdoor)