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Lumen and Ray Traced Ambient Occlusion

Hi, I noticed that when Lumen is active, the Ambient Occlusion buffer goes completely white. When I switch back to Screen Space, Ray Traced, or no GI, AO returns. Is this a known limitation of Lumen, which disables AO, or is there some console command I can use to get it back?

Lumen Global Illumination replaces Screen Space Global Illumination (SSGI) and Distance Field Ambient Occlusion (DFAO). Lumen Reflections replace Unreal Engine 4’s Screen Space Reflections.

Thanks for the link, but that doesn’t seem to answer my question. It replaces DFAO, but what about Ray Traced AO? Raytraced reflections, shadows, and refraction can be active concurrently with Lumen, so why does ray traced AO vanish?