MegaLights feedback thread

Awesome, thank you for linking these changes, we will test them out!

I wanted to test Megalight in 5.6 (preview), but enabling the option does absolutely nothing it still uses VSM and nothing gets activated. Is this a bug, or is there something specific that needs to be done in 5.6 to make it work (a console command or something else that needs to be enabled)?

Default nodt support direct light,just local light,maybe dont support ies

5.6 feedback: r.MegaLights.HardwareRayTracing.EvaluateMaterialMode 1 crashes the editor with a missing shader error. my report should be in the pipeline. mode 2 works.

why this ongoing battle with masked materials tho? it’s cheap holes for non-nanite builds. it’s gotta work. not everybody builds high end detailed games. hmm…

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Thanks for raising this. The crash was fixed by https://github.com/EpicGames/UnrealEngine/commit/87943a88b3712aa34e6aac78f98e4191ae16d5ae which will be included in the 5.6 release.

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is there a workaround for groom assets? megalights is such a game changer when working on massive levels but its a bit of a bummer that metahuman hair is unusable with it activated

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Are ray traced megalights shadows supposed to work with Geometry Collections? (Nanite or not)

Proxy meshes on the geometry collection works, but without, it looks like this image.(Which is obviously bad if I have half broken geos with light shining through them)

It doesn’t seem to work unless I use VSM setting for megalights.

I thought ray traced for geo collections was supposed to be fixed in 5.6?

Can anyone confirm? Keep in mind when making a geometry collection there is a setting for the root proxy. Uncheck it.

Fix what exactly? It works fine for me in both 5.5 and 5.6 on non-Nanite GCs. Nanite GCs with Fallback geometry enabled is fixed in 5.6 for me.

Most likely your problem is that you never enabled geometry collections for the raytracing bvh:
r.RayTracing.Geometry.GeometryCollection 1

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Thanks, the command + fallback mesh fixes it.

Hey I noticed that in Unreal Engine 5.6, it’s now possible to enable or disable volumetric shadows on lights when Megalights are enabled, which is great! From my testing, however, there seems to be literally no performance difference between having volumetric shadows on or off when using Megalights.

Given that, would it be possible to have volumetric shadows enabled by default in this case, or perhaps expose a project-wide setting to control this behavior?

It would save the artists / level designers time and improve the default look for all projects using Megalights going forward.

Thanks!

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Yeah, it’s a tricky one. Previously volumetric fog shadowing was extremely expensive, so that was a good idea to keep it disabled by default. Now it should be rather flipped on by default, but it’s complicated due to backwards compatibility. We don’t want to change behavior in existing projects and likely forcing volumetric shadowing everywhere would be dangerous if someone doesn’t use MegaLights.

But yeah, at some point we should make such a setting and force it on by default on all new projects.

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And what about a global checkbox in the project settings, to change the default value for lights?

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I’m curious about performance across RTX cards. Do they all benefit in the same way when it comes to Megalights? Does a RTX 2000 series benefit as much as a 4000 series in terms of performance gain?

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Megalights performance depends on the scalability settings it’s set to, the screen resolution it’s targeting, the complexity of the geometry that it has to deal with, and other factors. I’m inclined to say yes bc newer cards have better RT hardware, but that’s about as far as I know. BC Megalights isn’t evaluating material information (except in circumstances where it’s doing alpha masking), I don’t think features like SER are making an enormous difference.

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Edit: Meh, nvm, I think I am just going to use VSMs on my megalights because RTX doesn’t seem to play as nice with lots of geometry breaking.

After getting all of my materials set up for ray tracing so Megalights casts shadows on my geometry collections I’m getting this warning sometimes now, what are some ways to fix this? Can/should I increase the limit? I’m using the RayTracingQualitySwitchReplace node in my material to only use the Basecolor for Raytracing.
image

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r.RayTracing.ResidentGeometryMemoryPoolSizeInMB 512

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Hi, I’ve been testing out the new directional light support in Megalights added in 5.6 — really nice addition! I noticed though that when using Megalights with directional lights, cloud shadows don’t seem to be supported.

Just wondering — are there any plans to add support for cloud shadows when using Megalights with directional lights?

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