Hello
I’m running into a problem and would like some help.
My problem is that my reflections seem to be broken. When ever I look into the reflections there is a lot of black and the objects are not clear.
Here is an example
What I also found out is when I turn the engine scalability settings from epic to medium the light only seems to be on where ever I’m looking.
Here is an example
I would really appreciate some help because I’m stumped. Thank you already in advance.
(A couple of days ago I made another discussion post which was also about lighting.
I will post a link here just in case it could help.
Unreal engine 5: lighting acting strange )
that is what is called screenspace reflection. it only reflects what is seen on screen. that simple. it’s viable use case is mostly for puddles and shallow view or reflection angles like racing games or straight first and third person kinda view things.
to see all of the surroundings, you gotta use software raytracing with distance field reflections or hardware raytracing for detailed reflections. for mirrors specificly, planar reflection captures can be used aswell. they increasse cost slightly cause they internally capture a second lumen scene.
Thank you so much for the reply!
How can I check if the required hardware for software ray tracing or hardware ray tracing for detailed reflections?
And if I do have the requirements how could to I turn it on?
Thanks again!
software raytracing works on anything that is not too old. hardware raytracing works on anything above 20 series from nvidia, above 6000 series from amd and intel generally on all discrete graphics solutions.
the settings for all of that are in the project settings under the render category and most relevant settings are replicated in the post process volume or are available as cvars to control it at runtime.
Hello again:)
Thank you so much again for the help.
So I checked out what you said but still could not figure it out despite with some extra googling.
Could you perhaps take a look at my settings to see if anything is out of the ordinary?
Thanks again!
those settings look normal. it’s just all enabled. not sure how that breaks on low end hardware. i can run all of it. is your hardware capable of… well… hardware raytracing? which gpu you got?
and for comparison. the strictly limited low end lumen setup. with distance field reflections. try that aswell.
Hello again
Thanks again for responding
I tried your low end setup exactly and i still get the same results.
Also my hardware is:
. CPU: AMD Ryzen 5 5600G with Radeon Graphics
. 16 GB RAM
. GPU: When I go to task manger it just says “AMD radeon™ Graphics”?
It says it has 2 GB of dedicated GPU memory and 8.9 of normal GPU memory at least that is what I can see from my task manager.
Here are some images just to be safe.
Thanks again I really think we can figure this out:)
ohh well.
that internal gpu is not exactly supported to run ue5 with everything. i can disable my 3060 and look at the same result. i have almost the same igpu. if i ignore the fact that my igpu driver is an old factory driver (for reasons). ue5 does warn that rendering features are missing when running dx12 rhi, so… you should know that it will not run with everything. dx11 throws no errors but it doesn’t run better either.
actually testing… it does not run lumen GI. it only does (pretty bad) ambient occlusion (that needs very thick walls or it leaks, btw). mirrors only work with planar reflections and those only work on low qualiity. and while you are on low reflections, screenspace doesn’t work. so you gotta pick planar or screenspace and fake the mirror with a custom scene/reflection capture. that’s how you would get a mirror to work.
i get 48 fps (not limited) in that tiny window, btw. you would call that performant?
so… you should forget about dynamic gi and bake the stuff, reflection probes and all that lighting. or get a proper gpu. this lil internal one is not gonna get it done.
i think i’m done here. clearly a hardware feature support issue.
Ah i see that’s good to know!
One final question on a slight different subject. what GPU would you recommend that would work with ue5? I know that for my projects I don’t need anything fancy or super high end just something I could work normally with.
Thank you so much for your help you have no idea how much i appreciate it!!
i won’t recommend anything specific. it’s up to your budget and availabilty.
average midrange is a 3060, 4060, 5060 on the nvidia. that is 1080p gaming with some raytracing. if you want 1440p or more raytracing you gotta go up a class or 2 for more vram or required compute performance.
i’m not too familiar with amd performance, so… i dunno what’s good there.
you might aswell check google or youtube for benchmarks done on video or charts by credible techtubers. that’s all i can recommend, really. : )
Ok ill look further into that on my own.
Thanks for all your help! now I know what i need to do:)