Lumen GI and Reflections feedback thread

if you don’t need dynamic scenery you can still bake lightmaps

You are millions of year behind in recognizing the problem if your still suggesting lightmaps. There are a plenty of bakeable indirect approaches than just lightmaps that support moving lights and basic object destruction. Unreal just doesn’t support them.

You’re stuck with
Lumen, expensive and has visual issues.
Skylight+DFAO looks terrible and has visual issues.

baked indirect basicly means lightmaps and volumetric lightmaps or called irradiance volumes. that is baked. static. ofc. you can do that. i dunno if you can assign those to meshes that are destroyed. if that is what you asking for. maybe implement it yourself if you need that.

and lumen does the same stuff, just in realtime. i dunno if you ever ran the visualizers. there is coarse grid, the radiance cache world grid and the surface cache probes. it is already probe based. what you mumbling about? it’s what every technique does. random sampling and accumulating the surrounding. what else you want?

you can also freeze the surface cache and destroy a wall and see what that does. ofc you have a limited budget per frame and resolution constraints. accumulation and stabilizaion takes time aswell. run thru the cvars and pick what your 3060 can handle. i’m not hitting 60 fps. and i don’t need to as long i can reach a rate i can v-sync. smooth rate matters.

build that scene and tell me it doesn’t work as expected within the limitation of realtime rendering.

what you mumbling about? it’s what every technique does. random sampling and accumulating the surrounding. what else you want?

I’m not here to educate you on information you should already know.

@Daniel_Wright @Krzysztof.N What is the ms timing for the entire Lumen system and settings are used for fortnite for 5.6 on 9th gen console.

Is DFAO used at the same time as well?
Was it reduced from previous versions or remain the same?

ohh. you are an educator now? looking forward to the next video then. better be a good optimization guide. it’s gonna be lumen centric, i guess? if you got any tips… sure. or you pick a random title for a frame disassembly again and rant about how this and that is better and it still doesn’t run 60 fps on a 3060. yeh… i know it’s not a ps5 even rendering the old way (this is baked and super stable foliage and taa, btw. you’ll not get that in lumen : ). it has more compute but partially weaker. especially the render output. 1440p impossible. hmm…

Please lets not turn this thread into another hate spiral… Just ignore the troll. :folded_hands:

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i’m not hating anything. dude comes here for inspiration and fuel. his content gotta be made somehow. : )

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I know. Btw, I’ve learned a lot from your posts and others in this thread. I just hope we can keep this a space where Epic’s engineers continue to contribute.

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Bug report:

5.6, lumen surface cache viewmode in reflections is spotty and unusually temporally unstable.


Lumen scene shows a structured noise pattern that’s very temporally unstable. Reflection view is identical.

Notably, the surface cache view marks those pixels as uncovered by the surface cache.

Bizzarely, the error isn’t over all surfaces. The floor regains stability in a short radius around the player, and certain mesh edges seem much more prone to noise than others.

Notably: turning on hit lighting for reflections instantly fixes the visual bug.

HWRT, surface cache mode, Framework Laptop 16 with AMD Ryzen™ 7040HS CPU AMD RX 7700S GPU.

Positive feedback: I’m getting great results w/regards to Lumen and landscapes/dense-grass. For the setup I am using, I can see normals ‘pop’ w/detail in the enhanced lighting and have that over far-distances; each nook-and-cranny seems to be well-respected in regards to light.

This is in 554.

Landscape... Groovy

Non-nanite landscapes and the virtual heightmesh fail here compared to a nanite landscape, much detail tends to be lost over distance, so bravo.

Also, coupled with VSMs, the grasses all cast pixel-perfect shadows even far away, so it’s even more realistic in that sense. Zooming-in in the editor or in game doesn’t end up sacrificing any quality in terms of visual detail, so that barrier to willful suspension of disbelief doesn’t really appear for me any more; there’s that kind of visual continuity you might otherwise not get.

EDIT: Lightning costs ~10fps dip when active, but does produce some nice lighting results. All nanite, and effects courtesy of UDS.

lightning

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gotta be an amd and/or driver compatibility thing. doesn’t reproduce on 3060m with “old” (“stable”) drivers (566.36).


on another note… whoever decided to change the dither algorithm to blue noise, is a genius. looks a lil more stable and i guess can be denoised efficiently. also… is that an attempt to make mirrors reflect glass? or semi translucenct shadows?

masked and dithered materials reflected solid before. it’s not the most stable in motion and overlapping right now, but it’s something for a start. : )

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Yeah, as others mentioned this is some kind of a NV driver bug, which isn’t 5.6 specific.

Thanks guys!

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Ohhh. I will check with my benchmark when packaging as Shipping becames possible! (Currently broken).

Did you find any performance dif? Is SM6 required for Nanite and/or Megalights? I don’t remember already.

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NV as in Nvidia? Or some other meaning, as this is an AMD card?

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pretty sure he confused my post into the answer (nvidia drivers are not the greatest either lately). hmm.

still same thing… likely an amd driver issue. i dunno how much epic tests amd hardware besides the ps5/ps5pro. unreal favors nvidia for most of the computing features. switch2 anyone?

Ah, yeah, I didn’t read closely enough your post.

Asking around, we indeed had such an AMD issue. It was related to AMD drivers and bindless, but it should be fixed in 5.6 (and I guess it isn’t for some reason).

Can you try r.Lumen.HardwareRayTracing.Inline 0 and try to upgrade your drivers?