Luoshuang's GPULightmass

hi @Miguel1900 , @Ozykz @cvmabreu @Boahene_Michael @cretzsf @3darchstuffs.com @Olegsbr @AmrSrour @Unreal_ArchViz @Austin_Amkay and all

Announcing the LGPU 5.3 binary patches for Epic Unreal 5.3.1 and 5.3.2 Binary

GPULightmass-5-3-1-BIN-patch/README.MD at GPULightmass-5-3-BIN-patch · jimshalo10/GPULightmass-5-3-1-BIN-patch (github.com)

Many thanks go to the GitHub Support Team for giving me the way and the command to patch my GitHub 5.3-preview repository with the Epic final 5.3.1 release repository where my LGPU Modifications are preserved.

In past the GitHub Support Team have shown me how to take the initial commit for LGPU for 5.0.0 into a branch and into a repository.

I have extensively tested my source built LGPU 5.3.1. I am currently testing with @Miguel1900 updated version available above on the Epic Binary 5.3.1

Thanks again Many thanks go to the GitHub Support Team
Here is my first picture in Lighting Quality HIGH, BaseLightmass.ini set to High. You need to download picture to see the shadows at the back
This run was on a Nvidia GTX1050 with ray tracing off

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