I’m not saying any of this to suggest your desires for more scalability/quality tradeoffs for lumen are stupid- lumen costs an arm and a leg for many games, and getting it to run at 60 FPS is incredibly hard- it’s just that the pipeline wouldn’t really work well with static lighting via lightmass. If you mean combining dynamic lumen reflections with GI, that’s totally viable. Similarly, baking out all the AO you can for static meshes and telling lumen to evaluate that will save computational time as well. And if lights are being a problem, try to replace them with hidden emissive surfaces in the lumen scene, they give excellent area lighting and are essentially free if you’re already paying for lumen.
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