Lumen GI and Reflections feedback thread

not supported? how is a soft directional light rendered then? in my test scene i cranked it way up and it seems to work pretty well. it’s all raytraced. no vsm. no shadow maps. no real downgrade in performance either. hmm

Likely they are rendered using ray traced shadows, which look similar, but go through a different path which doesn’t scale as well as it does all the work (tracing, denoising etc.) per each light. You can check exactly what’s running in ProfileGPU with r.RDG.Events 3 to see all the event markers.

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okay. so… it is a “normal” “brute force” pass. i take that. it works. hmm

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image
Would love if anyone who’s doing regular builds to test this out-I currently lack the storage space

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noise is my friend. i could build it. i would require a scene with borderline artefacts tho.

miguel has this one. pretty sure they’ll build it and test their interior.

(i’m building anyway tho. stresstest. rendering cycles and compiling in the slow cooker. ^_^)

It’s not a magical fix for everything, but does manage to hide some of the noise:

Before:
LumenNoise

After:
LumenWithoutNoise

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Oh, wow! Any possibility to see it in 5.4 too @Krzysztof.N ? This also helps with Translucency volume noise?

Can’t wait to try it in some days!

a slow cooked daily. it looks good. and runs fine (3rds).

i’d need/want a test for the interior noise tho. i got my outdoor noise, but that’s not much of an issue. hmm

Hi all and @Krzysztof.N ,

Any idea how could we solve this “memory” effect? It’s after a day/night cycle (just an example), when it’s already night, with almost no light, it seems to “remember” any kind of “cache” or something. I have tried even disabling radiance cache and related things, but I don’t know how to get rid of this weird effect; you need to see it in camera until it completely desappears, or it will remain there (tested on UE5 main, compiled some days ago):

Thank you in advance!

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i was messing with history things the other week. maybe you could try to shoot a…

r.Lumen.ScreenProbeGather.Temporal.ClearHistoryEveryFrame 1

…console command for a single frame. that should clear the history immediately, but it would very likely do a “pop” and you get a dark to lit transition when it rebuilds it.

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Will try, @glitchered , and report back. Thanks!

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Wow, that actually looks much more stable by my eyes, much less meso-scale boiling. Awesome work!

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Hi @glitchered unfortunately it didn’t work. The scene was illumitated the same but GI was updating every frame, so illuminated areas were moving the noise very fast, but the light still came from the same zones without any light. But you gave me an idea and I have found the solution! You can use the cvar r.LumenScene.SurfaceCache.RecaptureEveryFrame to update the Lumen cards every frame.

EDITED: Ok, nope. It doesn’t work fine. It does during night, but during day, it will make hard blinkings of all GIs. The best option is to only use r.LumenScene.SurfaceCache.Reset to reset it manually, when you punctually need it (after a huge lighting change, for example), but it will do a very noticeable blink.

okay. wasn’t sure it would do it for your scene. and ofc resetting any GI data will “pop”. or “blink”. so… if you reset in a game or any experience, you might aswell add a sleep (like any day night cycle works), or eye blink or something screenspace animation to cover up the rebuild of the cache. instantanous day night cycle changes are not supposed to happen anyway. it’s usually a gradual change. if you mess with it, it will break.

Yep, it’s a good idea to make a transition effect during the Reset command.

But anyway, I’m already using a gradual day/night cycle, not instantaneus, but it seems to not be supported too.

well… i tried to replicate it with an instant sun light switch. sometimes light can get trapped. especially if you stand still while switching. it clears pretty quickly tho, once you reach a certain distance or angle. i thought it could be an occlusion thing. but i reckon it’s a lil bit of rng when tile surfaces reload and get samples.

Hi @glitchered , thanks for trying.

I have also tried to replicate it and I have achieved it. Some areas won’t never refresh unless you see them in screen space:

You can test it by yourself. Also @Krzysztof.N , if interested:

Regards!

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gotta love some rgb. i dimmed the skylight color. didn’t fix it. reset all the lights to default values. didn’t fix it. when you step closer into the center of the platform it disperses quickly. so it seemed distance related. i had a more noticable leak when i made the platform bigger. added color and there you have it. it’s only the floor that is leaking.

doesn’t work with this setup.

i reckon it’s the tile management on this singular large surface that hinders the processing.

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Thank you for the research @glitchered !

You are right, so I have been trying to get it broken again, and I achieve some little evidences, but not clear enough to post them. I have tried with many small “floors” (1,1,1 scale) and it works mostly well. It could look like something related to scaled meshes then, but I have also tried with a nonscaled unique floor and errors will occur more frequently, so it seems more related to just big meshes.

Anyway, in my house project, all meshes are 1,1,1 scale but these “propagation issues” are huge. But yes, it seems to happen mostly on biggest wall meshes (even if not anything crazily super huge), and it punctually happen in small meshes too.

Just a stupid Q, but are the cubes nanite and/or are you rendering them into virtual shadows?