Is there a cvar for controlling detail tracing vs global tracing? I was thinking this would be a good option to have in graphics menus for being able to scale lumen quality.
Not sure if this will be helpful to anyone but I’ve noticed that larger meshes (including ones rescaled to be big) will exhibit significant leaking in the Lumen scene. Guessing there must be some limit to the texel density.
In this case I have a 1 meter thick wall and a large floor mesh, when the floor mesh gets to be larger than 40m the leaking can’t be hidden anymore. So if you have thinner walls you’ll probably want to break your floors up into more pieces.
Screen traces will try to cover over the mismatch but you’ll get pools of light in areas where the screen traces fall back to the surface cache. Really annoying in areas you want to be dark.
If anyone has a better solution than just “don’t do that”, I’d be grateful to hear it.
So I tested it my self, and didn’t get the same results, well not exactly, it looks like from 18x scaling it starts to leak but as you can see in the images the mesh have to be veeery large to start to leak.
There was, of a sort. A feature called ‘Lumen Direct Lighting’ was created when 5.1 was in development, and my understanding is that it basically uses lumen’s screenprobegather to handle all direct lighting. In the original CL, their numbers showed LDL to be significantly cheaper than VSMS, DF shadows, and even traditional shadowmaps in some cases, but the quality was abysmal. Because it only worked with SWRT, you got blobby, temporally-unstable shadowing that tended to miss important features, but it was dirt-cheap.
As of 5.1.1, lumen direct lighting is nonfunctional (just tested), but the command still exists:
I agree with you that a good sampled lighting solution would be very valuable for increasing lighting quality. That being said, I did get the chance to actually try RTXDI in NVRTX 5.0, and I found the quality to be lacking (made a post about it somewhere). If they’ve improved some of the quality in 5.1, then it may be something you should check out.
Exponential height fog, fog inscattering color adds additional skylight which ruins scene. Either i have to have black fog inscattering color with bad horizon fog and good lighting or the otherway around. This completely ruins either scene or horizon look. there should be a setting to make Fog inscattering color not add additional skylight or affect scene lighting at all. Below are some examples the problems associated with this.