Hi everyone, I am using UE 5.4.4. In my project I enabled Lumen + Hardware Ray Tracing + Split Screen. The scene looks very differently when Split Screen is enabled. Using Profile GPU to see whats going on, the View 0 and View 1 do not have Lumen Reflection pass in DiffuseIndirectAndAO pass. Does this means Hardware Ray Traced Lumen Reflection is not supported in Split Screen Mode?
dont know if this relates. if you mean VR left-right eye with splitscreen… quest3 VR shows not the same as twinmotion viewport , even with ultra settings
as i see the thing until now, they dont give AO over to VR neither in twinmotion nor in UE
@thommesk More specific, the left and right splitted screen do not have lumen reflection applied. ambient occlusion is also not applied. I’m not sure if Split Screen = VR. In fact, I think all Lumen diffuse indrect lighting is also disabled in split screen.
where do you want the splitscreen ? i think in a VR headset, or ? i see no difference if lumen is checked or not in VR-splitscreen. next monday i will make 2 screenshots, one with lumen checked, one not, to be sure that nothing changes. my visual sense said …NO
In a PC application where there will be 2 indoor virtual configurations for users to compare which one is better.
ok, so i think your “splitscreen” and VR-splitscreen have nothing to do with each other…no sure tho… good luck
@thommesk Thanks anyway!!!