So, I’m having some weird lighting issues everywhere. Textures with emissive lights are flickering, and the lighting on the walls is flickering too and looks extremely noisy(you can sometimes see it in the video). When I look at the ceiling, the lighting changes on its own even though I’m not moving and the light source itself isn’t moving either.
noisy, shifting lumen lighting usually comes down to final gather quality being too low for the scene. the gi estimate changes every frame and small changes read as flicker, especially on surfaces lit mostly by emissive materials, since emissives only enter lumen through the surface cache.
start here:
raise lumen final gather quality in your post process volume. at the default the estimate is noisy, pushing it to 4 or so calms most interiors dramatically, and it is the single biggest lever you have.
emissive flicker specifically: emissive surfaces get captured into the lumen scene at a cached resolution, and thin emissive meshes or materials that change over time update late or drop out, which pulses the whole gi. give emissive meshes real thickness, and for anything that does not need to be dynamic, replace the pure emissive with an actual light source plus a small emissive shell, real lights do not flicker.
the “lighting changes when i look at the ceiling” part is screen space bias. lumen uses what is currently on screen to guide the final gather, so different viewing directions give different answers. higher final gather quality reduces it, and lumen hardware ray tracing removes most of the screen dependence if your gpu supports it.
last check: open the scalability settings and make sure the rendering group is not silently capping final gather quality regardless of what your post process volume says.