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Check the lumen scene debug views, when there’s large difference between the lumen scene and the final stable image temporal accumulation is going to be much more obvious.
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Just remember that certain PBR values will make lumen work harder; eg: roughness specifically can cause lumen to fire off extra rays:
NO IDEA what you are doing with your forest. just a reminder w/lumen it’s not just materials + mesh = cost it’s materials + mesh + PBR = cost.. :-/
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Fortune that @myasga can only delete his messages.
Hey, i wanted to clear things out without spam. Actually found solution to solve flicker for Lumen with DLSS - yeah its not a fancy like it should be- but acceptable imho. Seems noone liked the way i do that . So Better to not waste my time to sharing the experience if it so bad? I think engineers here should provide out of the box working stuff. My shortcuts seems rage everyone - better to hide in basement and keep quiet. Excuse me if it bothers You.
All the best.
Tiny dev (not even indie)
myasga
Hello! I’ve encountered a weird issue and I figured I’d cross-post it here since I’m fairly sure it has something to do with Lumen in conjunction with the volumetric fog.
I sometimes get small localized colored flashes at various locations in my scene. It happens while both in editor, playing, and in builds. I haven’t managed to find a way to reproduce it (tried moving the camera fast, in small increments, walking, running, etc.) Here’s an occurrence I captured:

Here’s my original post for more info on my set-up: Small, bright, random color flashes in Volumetric Fog with Lumen 5.6.1 (If anyone as any leads, I’ll make sure to update it as well). Thanks!
5.7.1