Hi all,
I have been working on a Lighting Lab scene, trying to test all (or a lot, at least), of lighting capabilities and major situations, to find best practices within a collaborative work. It has been setup for a good quality result, not super-high World Settings, nor not super-high dense lightmaps. I will be sharing it soon, after some more test, and you could make your own tests and/or to complete the scene (or create a new one) to make it more complete and more compromising for certain situations. This way, we will be able to spot weak lighting calculations, and it could be even useful (maybe, I hope), for the Epic’s GPU lighting Team, trying to solve those certain issues.
On attached images, at left, ‘Old GPU Lighmass’. At right, new built-in 'Epic’s GPU Lightmass:
- Some black seams over the distance (even if pixel streaming is disabled).
- Huge noise over the walls (even with and without denoiser enabled).
- Quite more slow. Over doubled the time, for this two comparison scenarios.
- Not BSP compatible.
- More noticiable seams between modular pieces joints.
- Sometimes, after building, it still says Lighting needs to be rebuilt.
- Sometimes, lighting can pass through 10cm walls and illuminate other walls behind.
- Problems with two sided materials.
- Not working with translucent lighting transmitance.
- Some big squared spots, of different sizes, even at 8192 (maybe because I had Denoiser disabled? But it ‘should’ be probably better, anyway)
IC, FB, without Denoise:
[ATTACH=JSON]{“data-align”:“none”,“data-size”:“full”,“data-tempid”:“temp_209760_1608291448473_445”}[/ATTACH]
The same, with Denoise:
[ATTACH=JSON]{“data-align”:“none”,“data-size”:“full”,“data-tempid”:“temp_209759_1608291456098_937”}[/ATTACH]
No IC, no FB, with Denoise:
[ATTACH=JSON]{“data-align”:“none”,“data-size”:“full”,“data-tempid”:“temp_209761_1608291462138_881”}[/ATTACH]
Maxed out quality (on a 2080 Ti) 3mins, vs 27mins…:
[ATTACH=JSON]{“data-align”:“none”,“data-size”:“full”,“data-tempid”:“temp_209767_1608294573749_773”}[/ATTACH]
Best regards!