i have and i have a 4K screen so i can obviously see it.
my point is you don’t have more errors that the lack of AA already produce (stairs effects) but the distribution of errors is less regular that’s it. so basically you are asking for oversampling shadows.
You just can’t without oversampling, you’re asking for magic.
i’m not asking for anything. i’m fine with it. mr. anti antialisaing wanted his point proven. there you go.
i use taa. that keeps it clean and stable. atleast at native. with lower screenperc and with actual textures it doesn’t look that nice, tbh.
rather offtopic
(on that sidenote: i’m starting to lean too. was just building a test case today. and f*ck was taa ghosty in that setup. tsr solved it but darn does it cost frames. ohh well…)
(on another sidenote: motion blur is currently breaking in my test scene too. i dunno wth…)
i have disabled motion blur, bloom, ambient occlusion and all other sh*t you can see it in the settings of my video.
Edit : sorry you mean yours.
Hey, not sure if this is the right thread but - does anyone know why there is a difference in shadows when the viewport is simulated? The darker version is how it looks in a viewport as it is, the lighter is when i simulate is /or render it/.
Thanks! Its an amazing feature!
It look like light going through the “cylinder”. Is should be opaque? Maybe related to one side geometry, but one side material?
@Krzysztof.N and @TiagoCostaUE , I remember an user reporting this and you asked him more details, but not sure if you were able to find and fix this?:
RT shadows:
ML shadows:
maybe fix in UE5-main
fixed
So fast! Thank you so much for confirming
so in future updates it will have the same behavior regardles if the engine is simulating? The feature is awesome and for some scenes, the overall softness of the shadows is amazing! Great work!
Did you establish any improvements for using Megalights & MRQ? I’m getting tiling issues, very similar to what @moody.by.name was saying.
Hello, we are using megalights with raytracing shadowing method. Our animations cast a shadow that “lags” behind the mesh itself, this does not happen if we swith to VSM instead of RT.
If we exclude SkeletalMeshes from the RT, only the “border” of the shadow gets rendered (the only thing in this gif not “lagging” behind)
Is this a known issue? How to fix it?
EDIT: These are our rendering settings
Megalights does the direct lighting and shadows, so you shouldn’t need VSM or raytraced shadows with it (except for the directional light, which is hopefully getting support soon)
But the documentations states
MegaLights exposes two shadowing methods, which can be selected per light using light component’s properties:
- Ray Tracing is the default and recommended method. It doesn’t add any extra cost per light and can achieve correct area shadows. The downside is that the quality of the shadows depends on the simplified Ray Tracing Scene.
- Virtual Shadow Maps traces rays against a Virtual Shadow Map. Virtual Shadow Maps are generated per light using rasterization and can capture full Nanite mesh details. The downside is that it can only approximate area shadows, and it has a significant additional per light cost in terms of memory, CPU, and GPU overhead used to generate shadow depths. This should be used sparingly.
And in the editor you can choose the default method via r.MegaLights.DefaultShadowMethod
.
Am i missing something in how to set it up?
Oh my bad, I thought you were talking about the older raytraced shadows in the project settings.
Changing r.SkinCache.RayTracing.MaxUpdatePrimitivesPerFrame
to 0 fixed it, but i gotta test more with this cvar
mega lights is off in your render settings. are you enabling it per light? i’d flip this around so you have it always on and flip it off if you don’t need it for particular reasons.
you can also choose the shadow method per light. i for example have raytraced off in the options. megalights always uses raytracing anyway. if you disable megalight on a specific lamp you get your default shadow method and can still change it to raytraced shadows for singular lamps. it may hit performance a lil bit, cause it renders an extra light/shadow pass for itself. i use it for this very dirty raytraced glass effect that megalight does not support. yet.
Aha! Glad I found this reply!
We have started using megalights on a digital twin project with a very, VERY high number of lights (over 30,000 in one scene). Megalights has massively improved performance! However, we are definitely hitting this 4095 cap. After this amount is hit, random lights start flickering off as the camera moves around. Control over this cap would be great, and/or a solution for the issue of random lights in the scene flickering off if the cap is hit.
Thank you for all the replies, this is a great thread!
Light limit is fixed in UE5-Main, not sure if we’ll be able to get it into a 5.5.x as we have now a bunch of other work.
“…but it’s a relatively simple change in code”
Would you be able to give any help on how to adjust the limit, like what to edit and in which files?
Well, it actually wasn’t that simple
You need this:
- https://github.com/EpicGames/UnrealEngine/commit/7c65424078817fa35acdeaf1ea80d83a37af3b5
- https://github.com/EpicGames/UnrealEngine/commit/70036e888a45a66f7245237b2419aed91b6dc62c
- https://github.com/EpicGames/UnrealEngine/commit/1be3adf60bf10f727664c5829259f6ca3f4aab82
I think first two should be already integrated into the latest 5.5.x, but last one certainly didn’t make it.