# Lumen GI and Reflections feedback thread

**URL:** <https://forums.unrealengine.com/t/lumen-gi-and-reflections-feedback-thread/501108>\
**Category:** Rendering\
**Tags:** Staff-Pick-UE, unreal-engine, Lumen\
**Created:** [February 22, 2022, 9:01pm UTC](https://forums.unrealengine.com/t/lumen-gi-and-reflections-feedback-thread/501108 "2022-02-22T21:01:05Z")\
**Posts on this page:** 1\
**Showing post:** 2010

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**Author:** ![Krzysztof.N](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Krzysztof.N](https://forums.unrealengine.com/u/Krzysztof.N)\
**Post date:** [November 18, 2024, 5:52pm UTC](https://forums.unrealengine.com/t/lumen-gi-and-reflections-feedback-thread/501108/2010 "2024-11-18T17:52:22Z")

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> [@Uno1982](#):
>
> We also have DX11 SM5 Lumen projects running on APUs and Steamdeck and it was a hidden gem for GI and awesome performance for older gen hardware (GTX cards even) I go over a quick profile between 5.4 DX11 with lumen and DX12 (SM6) as required in 5.5 and its over a 20 frame loss in performance at native res and default settings on both (On a RTX 2080ti) the falloff is far greater on lower RTX cards like the RTX 2060.

I’ve exposed r.Lumen.Supported.SM5 in UE5-Main, which you can integrate in order to re-enable DX11 support. Maybe will be able to get that into a hotfix.

That said, DX12 is our main path for a long time now and has a few features like new GPU allocator, which allows to share memory between various temporary GPU allocations. It’s quite unlikely that DX11 would run faster. Most likely difference which you see is due to Nanite, VSM, Ray Tracing or some other feature being disabled when you switch to DX11. And if not, and you have a good proof, then it’s something we would want to fix on DX12 instead.

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