I’m using UE5.3 GPU lightmass which bakes great results in DX12, but if I change the RHI to DX11 there are visible seams and other lighting discrepancies. There appears to be light leakage, but if I rebake in DX11 then that goes away. The bake in DX11 is also competely blown out (not shown). I’ve tried increasing the lightmap resolution, I have virtual texture maps off and using precision lightmap UVs on the mesh, but lightmaps baked in DX12 don’t look the same in DX11.
Images are from DX11 (top) and DX12 (bottom)

