I have a question. Is there a way to reduce or get rid of this noise effect which is pretty consistent while using Lumen? I have it almost everywhere and tried changing settings, commands like r.Shadow.Virtual.SMRT.SamplesPerRayLocal and r.Shadow.Virtual.SMRT.RayCountLocal and r.Shadow.Virtual.SMRT.RayCountDirectional by increasing them to 8 - however they did not do a thing.
I am using Software Ray Tracing set to Global Tracing. It’s been a long two days trying to get rid of this effect and for now, only solution was to increase Screen Percentage to high amount(like 150-200). However it is not acceptable for this project, as it should be game ready. Also I cannot use Hardware Ray Tracing as it is more taxing.
to get rid of that square with noise issue you need to have ray traced shadows and also increase samples per pixels if is too noise. Off course this will affect performance.
Without this enabled it doesn’t work.
you can also play with these options for that light that cast those shadows, maybe you can reduce it
So right now, Lumen is just like that? No other way? It doesn’t seem to be a viable tool for game ready quality. I mean, it is too taxing for performance
I’m not sure what you want to do. If you need lumen to look like it needs to look it requires the hardware to work with.
you can’t have one without another. the GPU does certain things that lumen needs. because older hardware doesn’t have the chip logic inside lumen can’t do that stuff. If you have a normal car you can’t go compete in the formula one competition.
is why I was asking what you want to do. You want your games to work on older hardware. fine. by the time you add a door, some objects textures, other stuff like that, that issue will be less visible
you want to create high render visualization for architecture or film production. you need better hardware.
I was just asking if there is another way to deal with this problem. It is quite normal to have different solutions for one issue, and this is an issue(looks like a bug to me). Choosing HWRT is just not viable right now even for high end rigs - for game projects, but as you said, maybe it is in the future.
Thank you both for trying. I am going to check some scalability options and try there, since there is a big difference between high/epic default settings. Have a great day.
Was running into the same issue and found changing the Anti_Aliasing Method in the rendering settings to TSR (Temporal Super-Resolution) made a big difference. Didn’t seem to have any effect on FPS.
@visualconquest Was running into the same issue and found changing the Anti_Aliasing Method in the rendering settings to TSR (Temporal Super-Resolution) made a big difference. Didn’t seem to have any effect on FPS.
TSR does have a noticeable FPS difference from TAA, but it is completely worth it.
@Savonir Those settings you recommend were already set for me by default in UE 5.3 and I’m still having significant noise in the reflections on materials with roughness. I’ve found these settings to be a good compromise.
With these settings below, my scene looks more realistic than “screenspace” reflections, but not quite as good as path tracing, but it’s somewhere in the middle, still using lumen but somewhat throttled back. Give these a try:
Settings to reduce Noise with in Lumen Reflections:
r.Lumen.Reflections.MaxRayIntensity=3
r.Lumen.Reflections.BilateralFilter.SpatialKernelRadius=0.01
The defaults for these values are:
r.Lumen.Reflections.MaxRayIntensity=100
r.Lumen.Reflections.BilateralFilter.SpatialKernelRadius=0.001
Here’s a link where I post some screenshot examples of the various options and settings.