Lumen GI and Reflections feedback thread

I had no idea, thank you!

Unimportant

Wow, some of those features are absolutely killer. Nanite dynamic displacement looks awesome, and I’m really curious what features compute mats could enable.

Something I’m actually quite curious about @Krzysztof.N, do you and the rest of the lumen team feel that the SWRT/HWRT paradigm has delivered on your original architectural goals for lumen where performance is concerned?

While there are certainly scenes that SWRT has performed markedly better at than HWRT (valley of the ancients comes to mind), it seems that the performance delta between the two hasn’t been matched the quality differences. There are scenes I’ve come across where SWRT doesn’t run significantly better than HWRT while looking significantly worse, especially where foliage is concerned. Is this part of the impeteus for trying to decrease HWRT costs significantly to make it more viable on console; if so, will there be a defocus on SWRT for next-gen platforms?

This is assuming SWRT doesn’t evolve too much; given new techniques like Ray-aligned occupancy maps, perhaps there is more performance on the table than I understand there to be.