Does anyone know a solution to flickering lumen?
I’ve solved this through a couple of methods depending on the scene, sometimes in combination:
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Increase lighting and then reduce exposure manually in the post process volume
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Increase final gather quality in the post process volume
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Change scalability settings in project settings to cinematic.
unfortunately, none of those things really had an impact of it. The scalability didn’t change anything, it only halved fps.
are those lamps emissive meshes? emissive meshes loose their lighting detail in the distance and turn into coarse noise. you should lower their emission and use area lights or large spotlights to fake the look of it being wide angle. analyitical lights are easier to compute for lumen.
or you could code a blueprint that changes it from area lights to spotlights based on the distance from the camera. that would probably be the most efficient and visually correct.
It looks like denoising. There are some Far Field cvars you can mess with. Or you can try and increase your Lumen Scene detail to get it into the Lumen Scene. I
When i use area/spot lights, it only reduces the flickering slightly, while also tickling my fps
and yes they are emissive
The issue is no longer a issue, as the whole project just corrupted, then the backup when i launched it. But before it corrupted i did managed to reduce the flickering by quite alot.
So it’s the only way to solve this problem? Increasing final gather quality increases GPU cost that’s why I am asking.