It reminds me of a bug I reported (and someone replied and followed, but don’t remember his name and he didn’t finnally fixed it, even if scheduled for 5.5 If I’m not wrong) like 1 year ago, where the sun was visible reflecting on translucent surfaces (water) through montains (in Electric Dreams project) when Ray Tracing shadows were enabled. It still happens in 5.7. This might be inherited.
Yes. Confirmed right now with RT shadows, but also with MegaLights enabled in the directional light:
I’m currently testing Megalight performance and trying to better understand when it actually provides benefits
I’m running tests in an empty level (FPS mode) with various lighting scenarios. However, no matter what I try, Megalight never seems to perform better than having regular (non-megalight) lights.
I’m using default settings everywhere, with Megalight + Virtual Shadow Maps enabled.
My current “roadmap” for when Megalight should help:
When there are more than 100 active dynamic lights in view (rough estimate)
When lights are clustered closely together, not spread apart
When the lights are static (no light functions)
When they don’t cast shadows
Under those conditions, I’d expect Megalight to be beneficial
What I’m seeing in tests:
Many overlapping dynamic lights (4–5 in view): Megalight doesn’t improve performance. Clustered lights close together: Megalight performs about the same — neither better nor worse. No shadows Turning off shadows does seem to help Megalight performance.
I might be looking at performance the wrong way (I’m currently testing in PIE mode). Please check my screenshots below.
From this test, 20 lights doesn’t seem to be enough to have megalight. I’ve been testing with also 55,85,175 and 350 spot light with no cast shadow, all clustered together and megalight is always worse. Am i completely missing something ? If all light have cast shadow, then megalight does seem to help but not that by much. If anyone has more insight on performance i would appreciate it
For those of us that used emissive material on hidden mesh to have some low cost light, does it mean that this way of lighting is now not needed with megalight, and instead of hidden emissive mesh we can just use real light ?
I’m noticing a worse than usual shadow terminator problem with megalights when compared to standard raytraced shadows or VSM. This is especially true with screen traces enabled, but the issue exists even with them disabled.
Also, any news on colored translucent shadows? I’m wondering if I should bother updating my custom colored translucent shadow method or if I should abandon it.
Hey, just wondering, are there any plans to add Vulkan support to MegaLights?
I’ve noticed most projects I test run up to 10% faster when using Vulkan so it would be great to have that supported.
Pretty long thread, maybe somebody already had that issue. I have some serious flickering and sort of dithered shadows from characters ( Third person) when megalight enabled with raytraced shadows on light sources. VSM shadows are alright..
Just testing 5.7 (non-preview) in Meerkat Demo project. Downloaded, opened, and enabled Megalights for the directional light. Some strange “moving” shadows appear around:
They move when the camera moves, and they don’t correspond to any projecting polygons; are just ghosts. Not only around the character, but around other assets too, like some vegetation.
as you can see… vsm does have some occlusion issues with backfaces. not sure what material settings you need for that, but… that’s something you can investigate and fix. btw… the meercat demo is an older one that didn’t have all the new shaders and techniques. you gotta upgrade and update and fix it. : )
(smooth 5.7 release upgrade, btw. delta patch. cooking some delta shaders. and it just runs : )