Point lights cause performance drop on iOS when using Deferred Technical Preview
When playing in a survival world I created to experiment with the deferred pipeline, I noticed that despite the game running at a stable 60 fps most of the time, I would experience significant lag when in the following circumstances:
-Multiple point light sources are in view of the camera,
-While in a cave lit up by torches,
-Or while in a tight space containing a single point light. Walking up to and entering villager houses, especially the spruce village building that contains a smithing table, causes the performance to tank, even if there was only a single lantern.
All deferred video options are set to medium quality, bloom at 97%, and upscaling is on with a 16 chunk deferred render distance. The resource pack I was using was Poggy’s Luminous Dreams.
2024-03-03, 09:06 PM
2024-08-14, 07:59 PM
2024-08-14, 07:59 PM
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