# Luoshuang's GPULightmass

**URL:** <https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474>\
**Category:** Rendering\
**Tags:** unreal-engine\
**Created:** [April 13, 2018, 5:44am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474 "2018-04-13T05:44:47Z")\
**Posts on this page:** 1\
**Showing post:** 2482

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**Author:** ![Jimbohalo10](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jimbohalo10/32/961440_2.png) [@Jimbohalo10](https://forums.unrealengine.com/u/Jimbohalo10)\
**Post date:** [October 26, 2023, 8:33am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/2482 "2023-10-26T08:33:42Z")

</div>

hi @Miguel1900,  
This is the run of my LGPU 5.4 binary 17th July on the newly updated test example.  
Using BaseLightmass.ini

> ;new values for HIGH discovered recently  
> ;Lighting Quality High Scalability high  
> NumPrimaryGISamples=64  
> NumSecondaryGISamples=32

I have focused to the back to show the shadows on the back wall which is new for LGPU 5.4 . My hope is that when I have put the LGPU patches into the latest version (ue5main) I get at least this good a picture.

The screen dump below needs to be downloaded to actually see the shadows properly as its so high res.

 ![Lighting_Lab426UPDATE_54binLGPUinHigh_NumPrimaryGISamples_64small](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/c/4/bc49dcda98991c7024261dad26fae3d0f90bf50e.jpeg)

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