It’s surface cache right now, intended for a game. I’m trying to keep it somewhat performant (by Lumen’s standards, at least) in hopes that it’ll work on less top-of-the-line machines. And there is indeed a skylight with some leaking in the lumen settings. The level also contains a distant light, but it is currently occluded by the room.
Also an update: I’ve had good luck reducing ghosting with console vars in the region of r.Lumen.ScreenProbeGather.Temporal.BlahBlahBlah
My notes were written in a delirious state, so take this with a grain of salt
For strands specifically:
r.Lumen.ScreenProbeGather.HairStrands.VoxelTrace (default 1)
r.Lumen.ScreenProbeGather.HairStrands.ScreenTrace (default 0)
r.Lumen.ScreenProbeGather.ShortRangeAO.HairVoxelTrace (default 1)
r.Lumen.ScreenProbeGather.ShortRangeAO.HairScreenTrace (default 0)
Changing some of the screen traces to 1 seemed to help mitigate the ghosting on strands.
General ghosting reduction (usually with a tradeoff of more obvious splotches):
r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated (default 10)
Setting this to a lower frame count reduces ghosting at the cost of more obvious splotchy-ness.
r.Lumen.ScreenProbeGather.Temporal.FractionOfLightingMovingForFastUpdateMode (default 0.1)
This seems to be a speed threshold for a fast-moving update mode. Higher values have more ghosting/smoothness.
r.Lumen.ScreenProbeGather.DownsampleFactor (default 16)
r.Lumen.ScreenProbeGather.Temporal.RejectBasedOnNormal 1
This is meant to reduce streaking on foot sliding (yay!) but was set to 1 already (noo!)
r.Lumen.ScreenProbeGather.TemporalFilterProbes.HistoryWeight (default 0.5)
0.0 leans toward splotches and 1.0 leans towards smoother and ghostier
r.Lumen.ScreenProbeGather.TemporalFilterProbes.HistoryDistanceThreshold (default 30)
r.Lumen.ScreenProbeGather.Temporal.RelativeSpeedDifferenceToConsiderLightingMoving default (0.005)
Couldn’t personally get a better value than the defaults
r.Lumen.TranslucencyVolume.TemporalReprojection (default 1)
This is an incomplete list for sure. There’s lots more to explore, especially in r.Lumen.ScreenProbeGather
Also thanks, jblackwell! It’s for a game I’m making called Squirrel With A Gun and it’s even more absurd than the video you see above