All actors in my world have this issue. When I move by them or they move it creates this shimmering effect around them as if the lighting is not updating fast enough to deal with the movement. My initial thought was there was an issue with the speed at which Lumen updates because of how Lumen operates when you remove a light from an area very quickly. Any change I make to my Post process volume have no effect on fixing this issue.
Alot of us has been requesting SMAA for unreal engine, I don’t know if certain lighting causes TAA ghosting effect to become more apparent (Lumen does contribute to it as well but this has been happening in UE4 as well) but some materials definitely make it worse.
This won’t help with ghosting but will make your scene look a bit sharp. I found those sometime ago during my own Googling into this. r.Tonemapper.Sharpen 0.65 r.TemporalAACurrentFrameWeight 0.2 r.TemporalAASamples 4
Yes it does. If I turn Lumen of in the project settings or in my post process volume then the issue is gone but the lighting is terrible and there are no shadows.
Critically: are your characters somehow rendering as translucent? Lumen struggles with transparency because it can’t write to the depth buffer to denoise them (in my understanding). If your characters are using a nonstandard blend mode, that could definitely cause strange artifacts.
One thing I notice is that when I first launch the engine the effect is not visible in the viewport. It only becomes apparent after I play the game in the pop-out window.
My walls and ceilings are single faced planes. I thought maybe that could be the issue since they were too thin but the issue happens outside of the walled interior too.
That would definitely cause some problems then, especially on high. Although this is changing somewhat as the lumen team’s optimizations keep winning perf back, high is generally intended for usable outdoor lighting only. High cuts ray counts and leans more on filtering to get good results; clean indoor lighting requires the Epic setting.
Emissive lighting in lumen is powerful, but it should not be your only source of lighting, especially in indoor scenes and especially on high. That could explain some of your weird ghosting, especially if the emissive is rather bright. I would first try bringing the brightness of the emissive down to about 1/10 of what it is now as a test, and putting a rect or spot light in its’ place, and seeing if that helps.
I’m assuming you have a directional light at least?
Also, for some A/B testing: does the default Unreal Mannequins generate the same ghosting? Does animated foliage?
Also, in case you need to scale perf via using software RT: you’ll want to make sure your meshes are modular (every wall its’ own mesh) and at least 10cm thick, otherwise they’re unlikely to work well with software lumen.
I have no directional light for my indoor scenes. When I have one the light seeps through the corners and edges of the walls.
The emissive lighting comes from the roofs. What can I use in its place? Should I go the static lighting route and bake the lighting instead considering that none of it will be dynamically moved?
The walls are all modular but are single one-sided planes.
Foliage does generate the same ghosting effect.
What do you recommended is the best lighting approach for indoor/outdoor, indoor and outdoor worlds?
NOTE: I removed all my emissive lights from the indoor scenes and the ghosting went away. My main players flashlight does not causes ghosting. Some of the objects in the outdoor level that uses Lumen on high still have ghosting. I also use Ultra Dynamic Sky and Weather.
That may do it, then. Generally, lumen’s best use cases are for modular or destructible worlds and dynamic TOD. If your interior won’t be subject to any TOD, you may be better off just baking it. By your high setting I’m assuming you’re shooting for 60 FPS?
And I would just try a rect light if you can afford it. It can be explicitly sampled, so way less artifacting, and it will scale down better.
If you want to avoid light-leaking, extrude your planes and add some thickness, or put ‘blocker’ geometry around them.
The issue is that lumen is a project-wide setting and you have to live with the results you have in all scenarios. With the look of your outdoor, seemingly open-ish world, lumen can solve that very well. But detailed interior lighting may be more challenging.
What’s your lumen scene visualization for the exterior?