“By default” suggests there’s a way to reenable it. Is that the case? I’m guessing not.
Maybe it’s true that “most” do but there’s no inherent link between Lumen and Nanite so I’d consider it a bad practice to treat them as if there was. Picking and choosing features like this is what leads to well optimized projects.
Personally it only matters to me right now if the HISMs would save me perf over the ISMs I’m already using. With the Nanite constraint they do not; without it, I don’t know.
Maybe worth mentioning but a little over a month ago I built ue5-main and didn’t see this problem at the time. Though perhaps it was just the test scene I used.
Sparse/Blocky indirect lighting I expected, but is there anything that can be done about the constant flickering and pop-in from fast camera turns/disocclusion?
Also new irradiance cache makes volumetric fog alot stronger. No idea how expected that is. Volumetric fog is the only way i found out to have fog react to autoexposure correctly because in year 2026 we still do not have eyeadaptation in blueprints, nor any eye adaptation settings in heightfog because reasons.
I had quite a fun time doing screenshots for my stuff with the recent UE5.8 preview - Megalights works fast and balance of the quality vs sacrifices is really good (no noise!), sun shadows still fail a lot with those jagged edges (an magic CVar to improve that?), Lumen GI light & reflections on the transparent surfaces are cool, especially at night with 2 bounces/1 refraction. But light leaking through thin objects like doors is still a problem, especially with the area lights (those can leak even through 0.5m walls), and coherency suffers here and there (like ceiling lamps in the window reflections, but maybe those are like that because I tried to use SSS material as an substitute for milky glass, placing area light behind it). Here are the best shots:
Also would be nice to have short range AO extra cvars for power and intensity. Yes I know I can disable short range AO and turn on SSAO for lumen. Or at that stage is it basically the same thing?
There is now an Intensity control for Lumen Short Range AO in the Post Process Settings. We’re hesitant to add more controls - Short Range AO is just there to cover over loss of detail from downsampling GI so heavily, and how much it is doing changes dramatically across the scalability levels from Lumen Medium quality up to Lumen Epic quality, so any stylization to AO would just become differences between the scalability levels.
You asking about the volume fog? Sure, new blank project, added some cube grids in the middle of default terrain, in already existing heightfog I changed only two things,density to 0.5 and enabled volumetric fog.Difference is drastic with sg.GlobalIlluminationQuality 3 vs 1. See attached screenshots.
And besides that issue with volumetric fog, can you (for regular fog) please either make eye adaptation setting for heightfog density, expose eyeadaptation in BP, or make eyeadaptation node in post material work “scene color before dof” ?. Autoexposure and regular fog do not mix well.
Hello Daniel!! Awesome that you have added this parameter!! I was testing a bit 5.8 and I noticed that I cant increase AO intensity over 1, is there any possibility to increase the maximum for artistic purposes or could cause any other problems? I believe most of the people doesnt like Lumen Ao because is a bit limited, so having controls to increase contrast or range like SSAO could look really good. Looking forward for your thoughts.
I have more questions regarding 5.8 rendering features but I feel this is not the right place, is there any specific thread?
While I certainly understand that Lumen has to function on every device that Unreal Targets, the noise is beyond a joke, we need either a new algorithm with better sampling of the rays or a better denoiser.
It’s likely the noise comes from both inefficient and insufficient sampling and unstable reconstruction of the image in the denoising pipeline.
It’s likely the noise comes from both inefficient and insufficient sampling and unstable reconstruction of the image in the denoising pipeline.
Just to suggest you double-check the PBR values for your materials are within the optimal ranges for lumen. Depending on the roughness, for example, Lumen might have to trace additional rays for a highly reflective surface which can increase cost and depending on the fidelity of the scene-information (sample-count, granularity, update-frequency) offer varying results.
However, what I can say from my experience is I used to have scenes like that episode of Game of Thrones and it’s like the dragons hit that cave, breath fire and “Man, HBO, you couldn’t pony up for some kind of upscale compression on this thing?? Dude!” Particularly in areas where I had lots of foliage/grass and it was in the lee/shadow of a hill. Chunks galore and very visible. As soon as I optimized my materials, it was literally like (almost) magic. IN motion, yes, temporal-anything is going to be a bit fuzzy until it’s very-well-optimized. Otherwise at a standstill I couldn’t imagine it was a different scene before. Almost-perfect in terms of blotchy’s/squares in the native Epic engine, CRISP in DLSS.
there is issue with stove digital screen on 5.8 but it also reflects 5.8 is completly rainy cloudy day alike do You have maybe some Weather system which is kinda random? Or Maybe VolumetricClouds just changed lightining?