# Infinite Radius Limit for Placeable Light & Placeable Spotlight

**URL:** <https://forums.pixeltailgames.com/t/infinite-radius-limit-for-placeable-light-placeable-spotlight/41887>\
**Category:** Condo Suggestions\
**Created:** [April 19, 2021, 10:02am UTC](https://forums.pixeltailgames.com/t/infinite-radius-limit-for-placeable-light-placeable-spotlight/41887 "2021-04-19T10:02:53Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![macdguy](https://forums.pixeltailgames.com/user_avatar/forums.pixeltailgames.com/macdguy/32/3448_2.png) [@macdguy](https://forums.pixeltailgames.com/u/macdguy)\
**Post date:** [April 19, 2021, 4:31pm UTC](https://forums.pixeltailgames.com/t/infinite-radius-limit-for-placeable-light-placeable-spotlight/41887/5 "2021-04-19T16:31:37Z")

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> [@Nuclearxpotato](#):
>
> So in Unreal 4, multiple smaller lights are more efficient than one large light. I don’t know why it’s that way, but it is.

This is due to how it has to calculate each pixel and overlapping lights all in one frame. Placeable lights are dynamic lights that have to be rendered in real time. Unreal 4 uses deferred rendering, so you’re able to place down a bunch and get decent performance if they are separate and not overlapping. But if you have several large scale lights overlapping you will have to calculate each overlapping light on each pixel they are overlapping.

If you can avoid overlapping the radii of the lights, then you’ll have less to compute. If you overlap lights, though, then you’ll have a huge cost.

> [@Rarsonic](#):
>
> Good to know things haven’t changed that much from Unreal Engine 1. 🙄

A lot has changed. Unreal 1 used forwarded rendering, which cannot render as many dynamic lights as Unreal 4 can, which uses deferred rendering.

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