Switching Between Light Engines In-game

Like the title suggest, is it possible? is there any way to pull this off locally?

Unfortunately not.

As described here, the Technology property is:

A temporary non-scriptable property that determines the lighting system used to render the 3D world (e.g. legacy, Future Is Bright, shadow map).

Non-scriptable means you can’t change it with scripts or local scripts while the game is running.

The best you’ve got is the ability to enable and disable shadows both globally and on individual parts, if you’re trying to offer users a lite version.

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I mean, since i want to use future lighting on my game, i want to optimize it aswell for those who are running on a weaker hardware. I wonder if there’s more than switching the shadows on and off?

I’ve not personally played around with it enough to know what does and doesn’t work well with Future just yet.

You can always open the microprofiler and start tweaking properties, turning shadows on and off amongst other lighting properties, and see what causes the longest rendering time for you.

Although your pc might be very good and it’s hard to simulate poor performance sometimes, if you notice certain settings result in a longer render step then that will be exaggerated for worse devices.

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You don’t need to change the lighting engine to increase performance, Quality Level in the client settings automatically makes adjustments to the rendering engine. But you too can change some stuff to add performance for low-end hardware, for example:

  • Remove textures, materials
  • Disable Shadows in lights
  • Remove some effects like DepthOfField
  • Replace MeshParts with low-poly versions, or use RenderFidelity property
  • Remove some Water and Grass terrain

Microprofiler is your best friend. It can show you which exact thing is taking the most time in the render pipeline.

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Ah, alrighty then thank you for the response.