I’m using UE5.6 with lumen GI. I have 3 different concerns, showcased in order in this clip, all related to (I assume) one overarching issue. If any of these are separate issues that need to be fixed individually, please let me know
Concern 1. The shadows change depending on the direction the camera is looking. I’ve been told some games have this, so perhaps it’s not an actual issue, but I still find think it doesn’t look great, not to mention it might be related to my next concern, and could be a result of the same issue.
Concern 2. When I press F11 to go from fullscreen to window mode, it reloads all the global illumination, which takes a while, and it’s jarringly noticable every time. Even Garten Of Banban, the ridiculous indie game that was made on unreal engine, doesn’t have such an issue, so clearly it’s solvable. I’m assuming the reason for this happening is because for the split second that the game goes from window mode to fullscreen, the global illumination temporarily stops tracing to save power, which is why when the game finally switches to fullscreen, the global illumination reloads.
Concern 3. I want smooth transitioning from one area to the other, but since my lumen global illumination doesn’t showcase what isn’t on screen at the exact second, it has those very obvious fade ins every time the camera cuts to a different area, and it’s very distracting. I have tried to up the Lumen Scene Lighting Update Speed in post process settings, but it didn’t seem to really do much, besides significantly worsening my framerate. I do think you can bake global illumination or something along those lines, so that it doesn’t load in real time, but I haven’t really found a way to actually do that, and i’m generally not sure if that’s still possible in unreal engine 5.6, and I don’t know if that’s the exact solution I’m looking for anyway.
Oh yeah, my shadows are also not sharp at all, and quite black, perhaps that issue has some correlation, i don’t really know.