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Thank you!
There's definitely a resource limit that has to be in our minds- some things seem to take up more and some less.
I also heard from @Kraegar some of his thoughts on this-
"1) for correct shading - there's a limit of directional lights with enabled shadows, that are active at the same time - overcapping this will cause shadows from excessive lights to disappear.
This is what I wrote in some topic regarding this limit.
Here's another thing to consider, in your main.fx there's a line like this - "iShadowPoolCount = 24", number may be higher or it may be lower.
I dont remember exactly how Pervokpetr explained it but this number defines how many lights with shadows can be present in the scene without causing shadow errors, which might be an alternative or something to experiment with.
The number you set is a sum of all the active lights Where, if I remember right:
1 - each spot light 6 - each omni light 8 - sunlight
So with 24 you can have 4 omnis or sun, two omnis and four spots or 24 spotlights.
Be aware that hairworks have its own shadow parameters that interact with how you setup lights - sometimes its easier to find a sweet spot in hairworks tweak than alter you level def.
Also, not 100% certain but I believe increasing this number will increase fps drain even with less active lights than your desired max limit, also decreasing it may yield you some extra frames.
2) for fps concern - it depends on polycount, specifically how many polygons are lit ( and if the object has shadows turned on) also types of lights used. "
I found this advice extremely helpful and gives me a guide. I hope it will help others too!
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