Are RealityKit lights expensive?

I am finding some unexpected behavior with lights I've been adding to a RealityKit scene.

For example, I created 14 PointLights, but only 8 appeared to be used to illuminate the scene.

In another example, I created 7 PointLights and 7 SpotLights, and the frame rate dropped quite a bit.

Are lights computationally expensive, causing some adaptive behavior by RealityKit?

Should I be judicious in my use of lights for a scene?

(Note: I set arView.environment.lighting.resource to a Skybox with a black image; my goal was to completely control the lighting. I don't know if that added to the computational load)

Answered by Graphics and Games Engineer in 698288022

Hi, yes, we have a limit of 8 lights in a scene at once. In general, yes, our lighting is expensive since we have point + spot lights, as well as environment lighting estimation from ARKit, and image based lighting/skyboxes. Could you provide a bit more information in about what you are trying to do and why you are trying to do fully custom lighting?

Accepted Answer

Hi, yes, we have a limit of 8 lights in a scene at once. In general, yes, our lighting is expensive since we have point + spot lights, as well as environment lighting estimation from ARKit, and image based lighting/skyboxes. Could you provide a bit more information in about what you are trying to do and why you are trying to do fully custom lighting?

Are RealityKit lights expensive?
 
 
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