My game will be using the HWRT Lumen/Fortnite workflow in case we ever want to switch HWRT Lumen. In City Sample, I was able to remove 3+ms of Raytracing calculations from a 21ms rendering time at native 1080p on a Mobile 3060(so, not even target hardware, target is non mobile). I got much closer to the 16.33ms budget.
Which is why I’m keeping with SWRT Lumen and doing my absolute best with that. I’m going for playable photorealism so I will also be keeping reflections range high but low resolution and blurred. Consistently is all that matters for my game.
Can you use SWRT Lumen with raytraced shadows in 5.3? I imagine that isn’t possible but if that was. Then that sounds like a 60fps friendly solution I can push for my game.
DK about anyone else, but it’s felt very collaborative
All I want is more performance and my volume box idea to intercept lighting traces with no cost.
I just want a response from Epic or a source code dev on those 2 things.