Are there any Lumen lighting related processes done as objects are drawn to the main render targets?
I’ll talking about a lighting render target that’s updated along with the albedo/roughness/velocity/ etc (if so can you recall the changes if any over versions?)
Maybe it’s just skylighting that’s done, no harm in asking here first before doing a software capture.
(Edit, it’s just skylight related processing)
Also, I know making Lumen more compatible with non-nanite HISM instances doesn’t follow the “make everything nanite” agenda but nanite is such a joke in terms of performance and visual quality. Also, please work on denoising Lumen better with these settings:
r.Lumen.ScreenProbeGather.Temporal.RejectBasedOnNormal 1
r.Lumen.ScreenProbeGather.Temporal.NormalThreshold 2.7
r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated 25
Almost fine for fast motion except salt and pepper aliasing on anything newly disincluded or objects in the distance that get shaken up by camera jogging movement. Either work on detecting these area’s and force computations on resolving them quicker or denoise it better with something effective against salt and pepper (such as FXAA of all things, you’ll notice it). Or just implement a good fallback interpolation.
EDIT(hardware)
Hardware: Desktop 3060 at native 1080p, this is a 13 teraflop machine and I have 3 instances of faster/more stable GI that run great on this hardware. It’s also not that far from 9th gen and NO, PS5 pro is not target and should not be target since everything on base ps5 looks like temporal SLOP or runs at a resolution so high gameplay takes a massive hit in standards that should be set by now
Software(cheaper than hw) probe gather on High cost 2.6ms and 2ms without shortrange AO (which looks terrible and unstable without incompetent TAA hiding the noise). The cost is does not change based on how dynamic the scene is, so again I ask and URGE your efforts to work on making ways to take advantage of less dynamic environments such as static rooms that need to light up when a door or window opens and adjusting the update rate globally is inefficient.
EDIT:
Please implement subpixel jitter awareness to the RejectBasedOnNormal mode.
If I use half competent TAA(we run post process edge AA before DOF to anti-aliasing stair cased edges subpixel jitter misses)
Lumen fails to remain stable on object edges due to no good, coherent fallback.
Please test with these r.AntiAliasingMethod 2(TAA) at 1080p, v-synced to 60fps :
r.TemporalAA.Quality 2
r.TemporalAACurrentFrameWeight .6 (with vsync)
r.TemporalAASamples 2
r.TemporalAAFilterSize 0.09
r.TemporalAA.Upsampling 0
r.TemporalAA.R11G11B10History 1
r.TemporalAA.HistoryScreenPercentage 100
r.TemporalAACatmullRom 0
If you are on a 4k monitor, use
r.ScreenPercentage 50
r.Upscale.Quality 0
Test if r.TemporalAA.HistoryScreenPercentage looks more clear/stable at 50 or 100