Lumen GI and Reflections feedback thread

@Krzysztof.N

DDGI was poorly implemented

which means that you need to have really thick walls to prevent leaking,

You and @Daniel_Wright of all people should be aware of the solutions made for this problem.
For GI and baked scenarios.

low-res VSM visibility.

Why are you assuming we want to use VSM? Nanite is 101%+ slower than optimized topology and VSM’s abuse temporal AA/Upscaling smear. This is the MOST voted feedback regarding UE.
Stop ignoring it.

You could also work on baking info the visibility of probes. Baking probes around static objects and then only dynamic objects such as doors darken indoor probes dynamically.

Have you seen Lumen Performance Guide? There we propose a following scalability scheme:

Yes, and medium promotes garbage quality compared to 8th gen world lighting systems and Lumen is too exspensive for the majority of games(which are made of around 70% static objects, not 99% not 30%, 70%)

nor good enough for Lumen platforms (consoles, PC).

The spoltchyness of Lumen is kinda insulting to 9th gen consoles so not sure what you’re trying to infer here? Infinite bounce does not make up for the ghosting, poor normal rejection logic, the noisy AO nor cost in static scenes.

You can’t also increase the amount of probes too much, as their cost grows really quickly due to them being a volumetric representation.

Yeah, that’s why we need a more optimized layout for mostly static scenarios. It’s shouldn’t be volumetric, it should be based on a hierarchy of distance between static geo.

Yes, but it could move towards a solution like Enlighten,

And 3rd party studios use UE to move away from 3rd party tools.
Enlighten doesn’t solve the static room scenario where a window or door floods the scene with light via interpolation.

I would stop bringing up UE’s baked solutions like lightmass since it’s a horrible and outdated system. It’s extremely heavy on memory and has severe leaking issues. Several studios and engine producers during 8th gen moved away from lightmaps in favor of interpolated baked solutions. Quantum break, MGSV, The Division, yet look better and perform better than your suggested medium scalability.

When UE was announced you guys talked about how you guys noticed was was missing in UE titles. Geometry and lighting. Well UE makes both those issues worse. Most games are not fortnite. Most games are static environments(that need darkening from dynamic objects like doors, moving lights etc) and dynamic lights. UE has no system that caters to this scenario that doesn’t harm performance drastically or even match the quality achieved in 8th gen games.

Many players still have lower-end setups on Steam (RTX 2060 and similar) and are somewhat left behind in the current state.

I’m talking about the poor quality being produced on 9th gen consoles which even that hardware doesn’t stand against with.

Thousand of people are sick of the quality being produced from UE’s systems.
Again, in case you missed it, read my suggestion for Lumen’s temporal normal rejection issues: Lumen GI and Reflections feedback thread - #1929 by TheKJ

I’m in contact with developer who will be releasing a cheap(as in FXAA cheap) post process AA that can run beneath the TAA(including DLSS, TSR, etc) values shown there since it doesn’t do well jagged edges.
Please stop assuming devs want to abuse TAA’s issues. This is has mentioned several times in the forums for years and now its officially the most important issues to the voting community