Lumen GI and Reflections feedback thread

DLSS 3.5? In everything that I’ve seen, it looks like temporal resolve is significantly improved compared to

Did you watch videos not sponsored by Nvidia, real gamers, or test done in non-“4k”?
RR hates motion completely because it when something moves, RR drags slime across that movement.

performance improvements are currently top of the priority stack for lumen. How lumen can function without temporal accumulation is a question for the coding oracles.

Awesome to hear the first part. But I’m not talking about dissing about Lumen slow accumulation due to a temporal design.
I’m talking about the flickering not being fixed without adding TAA or some other temporal methods like TSR or DLAA.

Currently two pathways are here-Crank up ScreenProbeGather.Temporal.MaxFramesAccumulatedto 25 to stop the flickering with SMAA, FXAA, no AA etc. But then you get light smearing when the camera pans
This is especially bad in third person games, characters get their face smeared when you pan the camera, or run etc.

Or you can lower the Cvar to 10 to stop light smearing and then rely on TAA,DLAA etc to hide lumens flickering.
I don’t care what temporal AA or pixel upscaler like DLSS, it ruins motion/gameplay.
Unless you are playing at 4k, which is not a realistic resolution since LOT of players with even $600+ systems can’t achieve 4k or even at 4k60fps.

Sharpeners are ugly and don’t fix motion smearing.
This is the oxymoron of modern game graphics.
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I don’t think ‘common sense’ and ‘game algorithm’ ever go together—
but the lumen team is doing the best they can, and I think it’s particularly kind of Daniel Wright to visit the forums and let us know what the progress looks like.—

Maybe I didn’t state that right but this post does
There is no point in making a game look amazing if upscales from 720p and looks like crap in motion. There also seems to be a lack scene specific optimization.

My message to the Lumen team: Thank you for Lumen.
My distaste is for the temporal AA obsession and blurry games. Lumen is not apart of that problem except that it pretty much forces developers to use TAA to fix Lumen current issues…rather than the issues in Lumen be fixed and not slapping on TAA/DLAA etc.

and Epic has a responsibility to both userbases. I understand that you’re upset with the limitations of the technology you’re facing

Keep it very separate then. Make a Virtual production mode/preset. Because the majority of game studios’ are ran by morons and lairs. I’m not worried about the performance of my game at this point.
You should know I’m concerned with every other game not produced by me at this point.
I’m not using Nanite now that we clear test vs blindly listening the the false Nanite-hyped documentation.

The problems I present are common sense. I don’t mean “common sense” as an insult. It’s simply my way of expressing: View the entire situation as a whole, including the major challenges and issues. Including the current issues of the so called “fixes.”

A game is meant to dynamically move. Cinematics can render in slow motion and TAA/DLAA etc isn’t going to hurt it.

Speaking of the Nanite test. The Lumen team needs to not revolve fixes, quality, and performance improvements around Nanite meshes only.
Do not force people to work with a unperformant renderer.
Optimized LODs are still the top dogs in performance and a better performing background will only make Lumen’s cost less concerning for 16ms budget games.