It’s based on the same threshold as dedicated reflection rays - r.Lumen.Reflection.MaxRoughnessToTrace. In UE-Main it’s now also exposed in PPV.
The idea is to only remove RTGI and RTR as those should be fully covered by Lumen now.
It’s based on the same threshold as dedicated reflection rays - r.Lumen.Reflection.MaxRoughnessToTrace. In UE-Main it’s now also exposed in PPV.
The idea is to only remove RTGI and RTR as those should be fully covered by Lumen now.