Static vs. Dynamic Lighting
summary
Compares static bakes and real‑time GI with concrete tradeoffs: GPU Lightmass saves ~65% bake time (46m CPU → 16m GPU) but looks slightly different and still requires lightmap UVs and Lightmass importance volumes and portals. Lumen is the dynamic default, providing infinite diffuse bounces, reflections and emissive GI while working with Nanite and mesh distance fields, and needs DX12, mesh distance fields, post‑process Lumen settings and occasional quality/performance tuning. Real‑time is faster to iterate; baked is cleaner for final visuals.
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chapters (12)
- 0:00Static lighting tips
- 2:24Precomputed GI results
- 5:38Introduction to dynamic GI
- 7:02Real-time ray tracing
- 9:15Lumen features
- 12:39How Lumen works
- 14:27Surface cache and setup
- 15:59Lumen quality control
- 19:02Lumen visualizers
- 20:25Lumen replacement systems
- 21:43Dynamic lighting best practices
- 23:35Recap and comparison
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