Thanks, wasn’t aware of that and just fixed. Though not sure how useful it will be for rough reflections due to noise.
For standalone Lumen reflections you can also enable r.Lumen.HardwareRayTracing.HitLighting.ReflectionCaptures 1
which will sample reflection captures at the last hit point, just like deprecated Ray Traced Reflections.
Like jblackwell wrote, this one is tricky as Lumen uses screen space traces for improving quality and screen space traces sample what you see on screen.
If you are fine with disabling screen space traces then you can use Ray Tracing Quality Switch Replace
node to do custom material modifications for world space traces (Lumen Scene).
Alternative approach is to use r.Lumen.ScreenProbeGather.MaxRayIntensity
and r.Lumen.Reflections.MaxRayIntensity
to lower exposure relative energy limits. This will reduce noise, but will remove energy.
When reading your feedback it occurred to me that we could set max emissive limit by substracting emissive value from the final pixel color. Need to try it though to see if it can be useful for various use cases.
It was removed because instead of retracing ray on a translucent hit r.Lumen.HardwareRayTracing.MaxTranslucentSkipCount
times we now skip all translucent meshes. I’m not aware of any issues with it.
Yes, our current approach doesn’t scale that well to offline rendering. Those are two big R&D topics for us and we are searching for an alternative approach for the high end PC use cases.
We already do this for skipping GI screen space ray hits on foliage (subsurface or thin two sided shading models). As you noticed it’s hard to generalize it though.
Likely current gen consoles are going to be the main visual target for games for next 5 years. Maybe even more - in the current generation only recently first games targeting PS5/XSX+ started to appear. So that’s a pretty important use case to solve well.
Yes, the idea was always to start from the consoles and then scale down and up. Likely it will be a mix of reusing existing Lumen parts and creating new ones as needed.