I’m amazed at the work the team has done on Lumen and willingness to respond to feedback directly, I definitely hope we can have more threads like this in the future for other features of Unreal so problems can be sussed out. I have a more general question as to where hardware ray tracing stands within Lumen, since most discussions and showcases up until this point have focuses on the software tracing. Previously there were drawbacks to using it for large Nanite worlds when compared with SDFs like number of mesh instances recommended, with full support now for hardware ray tracing GI, and large worlds mentioned, does this imply it should work well in any scenario software tracing does or is it still less flexible in scope?
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