Lumen GI and Reflections feedback thread

I was just reading a SIGGRAPH talk on hemispherical lighting from Activision, and that convinced me more that Epic should invest in a better baked lighting solution. We’re still struggling to hit those performance numbers with lumen, especially in indoor scenes, and a more robust probe-based system would be very useful. As for software lumen, I’d be curious to know how that would work, what would you sample for hit lighting if you don’t have lightmaps or the surface cache for material information?

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