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Env_combined_light_probe adds baked light sampling inside its volume to enable the baked light to affect dynamic entities, as well as adding baked specular reflections though a cubemap. You basically what to have at least one per area in the map, and more in areas with high lighting contrast.
Thanks for the quick reply and your help!
Sounds like I might need a few more env_combined_light_probe s in my map then, as it's one large area, but with lots of light contrast between the lit-up buildings and dark spaces between.
I've suspected the issue was do to with the overlapping before, however in order to see all these light sources around the map from the limited moveable player area I've had to set their ranges up pretty high. I'm guessing though that I may simply be restricted by the capabilities of the Engine, if it cannot cope with this. I've tried changing Direct Lighting from Per-Pixel to Baked before and then Baking Lighting; it looks fine in the 3D viewport window, but when I Build and Run the map the flickering is still there. Any ideas there?
Thanks again for your help!
Can't really think of anything else that could be the cause. Maybe post the question in the SteamVR boards as well. I think the devs actively read that forum, not sure about this one.
Reduce the number of lights, play with the shape and range to give them each a distinct area of effect. Use dynamic lights only where needed.
Would env combine light improve the lighting in a room ?
I also have a large environment and a building, i think lighting could be improved
Yes, generally you'll want a box cubemap in every room with the bounds extending to the walls, and denser light probes indoor. The env_combined_light_probe_volume entity adds both a box cubemap and light probe capture settings.
At the moment the specular reflections indoor in your cabin enviroment reflect the outdoor area, like the shiny stove parts pick up the sky.
Do these intersecting cube and lightmaps not cause problems ?