Like others have expressed, removing RT Reflections and what’s more GI has severely impacted quality. Especially since lumen is not up for the job at Present. with No RT GI there is no AO and therefore no artistic control of proximity based shadowing … which is a must for automotive and other visualisation fields requiring this artistic control. This despite Lumen working in a more ‘realistic’ and ‘truer’ fashion.
What’s required for a large market of users that aren’t worried about game optimisation is the upmost quality without having to attempt to quell newly occuring artefacts and limitations introduced by new lighting implementations, within full release (and not beta or branched software).
I LOVE Unreal Engine (and I do) and all it enables from a creative visualisation standpoint but I can’t help but think there seems to be a danger of rushing through new innovations to push envelopes, that some may say appear half baked, at the expense of refining existing tech that the community has come to know and depend upon.
Change is good and inevitable, but change to something that doesn’t offer what the previous iteration did at the level it did and which brings new issues to boot, is a bit of a sore spot for myself and others I know.