Point lights and performance, revisited

Regarding number of lights, I can offer my solution, as long as you’re okay with it being under license (I’m not going to charge you though). It integrates fairly trivially, there are some shader rewrites and a runtime that needs to be updated every frame. If you’re interested, just drop me a line - I’d be happy to help.

What my solution doesn’t do though is support shadow maps for point lights. So there’s that :slight_smile:

Although you do have a choice between standard point lights and clustered ones, so it doesn’t remove options.

But as @Chaser_Code recommended, tiled forward rendering example can take you pretty far though.