Lumen GI and Reflections feedback thread

I’m not saying they shouldn’t. I’m saying they should resolve without incompetent/abuse TAA such as DLSS or TSR which Lumen for the past 3 years in dev time still cannot do. Nor can Lumen handle 2x subpixel jitter without breaking into a flicking mess.

You’re also completely wrong. SVOGI, radiance cascades, and you’re not exactly defining what “realtime GI” means. MGSV uses large SH and accumulates lighting in real time, The division computes bounce light in real time. Realtime does not mean shooting optimization and efficient caching in the foot.

you look at static images and say “this looks good”

If that where true, I would love TAA and DLAA. But no, I’m the only tech influencer showing how poor motion looks in games nowadays. I literally just posted here talking about the motion instability from Lumen regarding subpixel jitter in motion.

i think you failed on the buzzword there. vsm in radiance probe lighting i think refers to variance shadow maps, not virtual shadow maps.

Fair enough, though I should continue to advocate for Lumen’s independence from Nanite as they have stated they are not focusing on doing so.