[UE6 main] LumenRef increasing Max bounces reduces bounce lighting

Summary

[UE6 main] LumenRef increasing Max bounces reduces bounce lighting

What Type of Bug are you experiencing?

Rendering (Graphics / Niagara)

Steps to Reproduce

Enable LumenRef
Render with r.LumenRef.maxBounces 1
Render with r.LumenRef.maxBounces 8

1 Bounce seems more accurate. Increasing bounces reduces bounce lighting around emissive sources

Expected Result

Increasing maximum bounces should increase bounce lighting around emissive sources

Observed Result

Increasing maximum bounces reduces bounce lighting around emissive sources

Affects Versions

6

Platform(s)

Windows

Upload an image

LumenRefMaxBounces

Additional Notes

In the attached .gif the version with brighter chandeliers is 1 bounce. Darker is 8 bounces.

This matches how Lumen’s final gather works: with more allowed bounces, the per-sample ray budget gets split across more bounce segments, so each individual bounce (including the first) receives fewer/shorter traced samples and the result converges darker before it gets better.

Worth checking alongside maxBounces:

  • r.LumenScene.Radiosity / downgrade of gather quality — raise r.Lumen.FinalGatherQuality when testing multi-bounce so the comparison is fair.
    • Emissive contribution: multi-bounce lighting from small bright emissives needs a higher r.LumenScene.EmissiveInjection step; at low sample counts the extra bounce can be lost in noise and the temporal filter averages it down.
      • Compare with a fixed seed (r.Lumen.TraceMeshSDFs 1, disable temporal jitter via r.Lumen.HardwareRayTracing.TestDataPath if you’re on HWRT) so you’re not comparing different noise patterns.
    • If 1-bounce genuinely looks more accurate rather than just brighter, that’s likely a bug worth reporting with a minimal scene — but first rule out sample-budget dilution by comparing at matched final-gather quality.