Epic's GPUlightmass

Hi @Matthew.Ivey

It’s truly a pleasure to have you so active in the thread; thank you very much.

As @Rawalanche has pointed out, that’s a sad but true truth. So, I’ve decided to give the official Epic GPU Lightmass another try after a few years without testing it because it didn’t meet my needs. I’ve been using Luoshuang’s instead.

After several tests, I can provide some feedback to see if we can finally make GPU Lightmass (GPUL) usable and valuable for everyone. I also have some questions, please:

  • Luoshuang’s GPUL is more accurate (if only slightly) and faster than Epic’s. How is it possible that a single individual, 5 years ago, and in less time (and during sparse time), created a more powerful, faster, and versatile GPUL (compatible with GTX) than a fulltime team of valuable people at Epic?

  • Why is GPUL only compatible with RTX cards when it’s demonstrated that it could have been compatible with GTX cards? Even if RT cores were used as an argument for significantly faster results, they aren’t utilized.

  • Why is it still in beta after so many years? What’s missing? What are your current main goals or primary concerns? Any estimate for a “Production” release?

  • Please consider building reflection captures when pressing the build button.

  • Please remove the annoying message about not using the latest lightmap UV algorithm (and when you instinctively press “Yes,” something in the scene often breaks… better not to show that message).

  • Please include presets like low, medium, balanced, high, very high…

  • I’ve noticed that on certain objects with “tight” textures, there’s a lot of noise in your GPUL, but significantly less noise in Luoshuang’s. In fact, I’ve seen this occasionally happening in UE5 even with Luoshuang’s GPUL. In short, I believe there might be something “off” in the way lightmaps are encoded. Possibly, if this “lightmap storage” detail is corrected (or reverted to UE4 method), it could greatly reduce noise on meshes, also in darker areas, whete GPULE is quite dirty. (Look at the lamp):
    GPULLuoshuang:


    GPULEpic:

  • Some objects exhibit incorrect light bounces. (Look at the picture in shelf):
    GPULL:


    GPULE:

  • In the previous comparison, look at the differences in the armchair shadows, like having quite different source angles in the Directional Light.

  • Some scenes produce absurd results (bigger spheres are Movables, just to test Volumetric Lightmaps):
    GPULL:


    GPULE:

If you want these scenes to test, please, write me a PM.

Thank you and best regards!