This is always to be expected to a certain extend on mobile and PC due to compression, however on mobile it is absolutely vital that:
Always Optimize Content for Mobile is enabled.
Cache PVTRC is enabled.
Lighting is built in production as it alters the compression format.
Repack Lightmaps is enabled.
You use the latest UDK as the latest UDK has a different order of compressing lightmaps that greatly improve quality.
If the problem persist after those steps, then you've simply hit the limits of the engine.
This is always to be expected to a certain extend on mobile and PC due to compression, however on mobile it is absolutely vital that:
Always Optimize Content for Mobile is enabled.
Cache PVTRC is enabled.
Lighting is built in production as it alters the compression format.
Repack Lightmaps is enabled.
You use the latest UDK as the latest UDK has a different order of compressing lightmaps that greatly improve quality.
If the problem persist after those steps, then you've simply hit the limits of the engine.
OMG Hourences!!!! your like a legend in the UDK comunity!. I Love your tutorials!!. THank you soooooooo much for replying me and helping me out!. Hope one day i could be as good as you
Im trying out the things you suggested. Where do i find repack lightmaps by the way?
Cache PVTRC is in the Engine ini, Always optimize content in EditorUserSettings (or editor options menu), Lightmap repacking in Lightmass ini.
Cache PVTRC acts as backup for Always Optimize. Always Optimize doesn't always properly save to PVTRC (Mobile tex format), and if it doesn't then the game will do a fast low quality compression upon cooking. You wouldn't want that, cache PVTRC helps with that.
Repack lightmaps means Lightmass will try to pack the lightmaps in square textures, as mobile devices cannot render non square textures thus any such lightmaps would render in lower quality.
In a production rebuild the lightmap compression is part of the actual rebuild. If you use any other rebuild setting the compression happens upon saving the level instead, but that compression is faster and lower quality.
You can use fairly large lightmaps also. They are compressed heavily so the memory impact on mobile is doable. If you look at Epic Citadel, that has tons of big lightmaps.
Use stat memory on the mobile device to see mem usage. Look at the texture category because that includes lightmaps as well. Compare between different lightmap sizes/builds.
Cache PVTRC is in the Engine ini, Always optimize content in EditorUserSettings (or editor options menu), Lightmap repacking in Lightmass ini.
Cache PVTRC acts as backup for Always Optimize. Always Optimize doesn't always properly save to PVTRC (Mobile tex format), and if it doesn't then the game will do a fast low quality compression upon cooking. You wouldn't want that, cache PVTRC helps with that.
Repack lightmaps means Lightmass will try to pack the lightmaps in square textures, as mobile devices cannot render non square textures thus any such lightmaps would render in lower quality.
In a production rebuild the lightmap compression is part of the actual rebuild. If you use any other rebuild setting the compression happens upon saving the level instead, but that compression is faster and lower quality.
You can use fairly large lightmaps also. They are compressed heavily so the memory impact on mobile is doable. If you look at Epic Citadel, that has tons of big lightmaps.
Use stat memory on the mobile device to see mem usage. Look at the texture category because that includes lightmaps as well. Compare between different lightmap sizes/builds.
Manage to fix it by using the latest Febuary 2013 Build and having the "Always Optimize Content for Mobile" is enabled .Thank u sooo much Houreces!!!.Really appreciate your help !. Btw can you make more UDK mobile tutorial videos in the future? Your last video(airplane game) was really awesome and really helped me in developing this game .Best of luck with all of your projects
Replies
Always Optimize Content for Mobile is enabled.
Cache PVTRC is enabled.
Lighting is built in production as it alters the compression format.
Repack Lightmaps is enabled.
You use the latest UDK as the latest UDK has a different order of compressing lightmaps that greatly improve quality.
If the problem persist after those steps, then you've simply hit the limits of the engine.
OMG Hourences!!!! your like a legend in the UDK comunity!. I Love your tutorials!!. THank you soooooooo much for replying me and helping me out!. Hope one day i could be as good as you
Im trying out the things you suggested. Where do i find repack lightmaps by the way?
Cache PVTRC is in the Engine ini, Always optimize content in EditorUserSettings (or editor options menu), Lightmap repacking in Lightmass ini.
Cache PVTRC acts as backup for Always Optimize. Always Optimize doesn't always properly save to PVTRC (Mobile tex format), and if it doesn't then the game will do a fast low quality compression upon cooking. You wouldn't want that, cache PVTRC helps with that.
Repack lightmaps means Lightmass will try to pack the lightmaps in square textures, as mobile devices cannot render non square textures thus any such lightmaps would render in lower quality.
In a production rebuild the lightmap compression is part of the actual rebuild. If you use any other rebuild setting the compression happens upon saving the level instead, but that compression is faster and lower quality.
You can use fairly large lightmaps also. They are compressed heavily so the memory impact on mobile is doable. If you look at Epic Citadel, that has tons of big lightmaps.
Use stat memory on the mobile device to see mem usage. Look at the texture category because that includes lightmaps as well. Compare between different lightmap sizes/builds.
Manage to fix it by using the latest Febuary 2013 Build and having the "Always Optimize Content for Mobile" is enabled .Thank u sooo much Houreces!!!.Really appreciate your help !. Btw can you make more UDK mobile tutorial videos in the future? Your last video(airplane game) was really awesome and really helped me in developing this game .Best of luck with all of your projects
http://www.hourences.com/product/the-expert-classes-udk-mobile-content-development/
Aforementioned tutorial has now been released.
Also released several other: http://www.hourences.com/released-four-high-end-udk-tutorial-videos/