> For the complete documentation index, see [llms.txt](https://help.depence.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://help.depence.com/performance/lighting.md).

# Lighting

The Depence 3D Engine is specifically optimized to render several thousand light sources. Nevertheless, the size and complexity of the light source are crucial. Especially multi-LED fixtures have not just one but sometimes dozens of individually controllable light sources. Depending on the quality settings, Depence can handle these separately. The following points generally affect performance the most:

* Multi-source fixtures, i.e., lamps with multiple light sources
* Light sources that shine directly into the camera
* Shadow calculation
* Area lights
* Too many omni lights

### **Beams & Projection Deactivation**&#x20;

For each fixture, you have the option to deactivate the volumetric light beam and/or the projection.

### **Shadows**

As soon as a light source (or the scene objects) moves, the shadow must be recalculated. This also highly depends on the complexity of the scene! Check your scene for models that do not necessarily need to cast a shadow or are never reached by lamps. Deactivate the "Cast Shadow" property for these models.

### **Area Lights**&#x20;

An area light is a very complex light source due to the realistic reflections concerning surface roughness. Use as few area lights as possible. You can also make them visible only for video/image rendering via the visibility extension.

{% hint style="info" %}
Area lights are also active when, for example, video content is dark!
{% endhint %}


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