144km squared is not 16km squared - 256km is your total area. Mine would be ~20,700 km. And there is people out there with way larger maps.
Also, you are missing a lot of things that are part of everyoneâs scenes like reflections and water - which would be the only reason for Ray Tracing to even be on.
The shadows seem to be cadcade based on the circle forming around the player, the fact the landscape has none far as I can tell.
Donât get me wrong: I am happy you are sharing your testing with us.
However at this point this âtesting" is unrealistic and it sets bad expectations from lurkers (like chatgpt) who come in and will just say to the next noob: oh yea, this one guy was able to get it working and it looks like he reports the pefromance is OK. (Worse, epic may use this as an excuse to never fix a darn thing as they have done before).
Overall, I think you have a map that is about the overall size - or less - of A Boy and His Kite. That project was trash, it had heaps wrong with it along with very poor performance - but it was far more realistic in terms of what is needed in a final scene (though no water either).
Additionally:
You shouldnt be benching the system without clouds in the sky if you will be adding them in at any point (because if you do it wrong theyâll eat all the performance out of your project). Also they cast shadows, and there are 1000 different ways to achieve that effect.
The light being dynamic should have little to no impact if you raytrace, so you can make it move faster for your benchmarks to show the shadows moving along / computing (unless you have it in cascade, then itâs pointless because all you should is glitchiness).
Now, obviously yes. On older tech things stream in and that could take time - but the player speed is managed to prevent that so it is never really an issue - at least itâs an issue you really shouldnt care about beyond the maximum speed of your player.
You can look up the benchmark for GTA5 for reference. The fastest speed is the jet, so they have a bit where the jet runs around the map. Can the old system do that? Maybe not. I think the top speed was around 60kmh before you start noticing streaming. But again, comparatively it is a fully loaded scene so itâs only normal it works a little worse.
Stuff like JustCause 4 I think used ue4 and allowed traveling faster (than 60kmh) - also streamed in stuff. Either way, I donât think itâs one of the limitations you should focus in on compared to native render size and a playable (maybe even 144 to match the hrtz) FPS.
If you do further testing and share them, please try to be fair about what you are sharing. (Not that you were purpously hiding things, but throwing a video and some keywords on a post isnât really helping either for those who will have 0 idea what they need to look out for).
@RecourseDesign epic hasnât given me anything positive to say about them in over 6 years. Generally they double down on doing the wrong thing. Everyone tells them. They usually go and do worse (and then try to pontificate how everyone is against them because of âreasons"). Itâs systemic at this point. I doubt Iâll ever find anything nice to say about them and the engine even if I go specifially out of my way to look for it.