Installed preview 1 today, but when I went to open a project based in EA it automatically opened it in Preview version without any prompts. So I had to manually start EA, open a copy, and then recover broken assets/maps by inserting an autosave of those files from the original one. Extremely odd. Freaked me out for a minute since I thought the EA original was going to have to be completely reassembled.
Keep in mind I’m focusing on interior scenes at the moment. Yes the assets are assembled in a modular fashion, and I’ve increased distance field resolution on all of them. I’m mainly focused on Lumen so that’s where my notes go.
Couple nice things about Preview (which I also noticed in source builds for testing):
Some of the fireflies with Lumen seem to be resolved. Sometimes bright pixels will still appear at mesh intersections, edges and in normalmap cavities, so it appears like a different distribution of fireflies at least.
Distinct flickering artifacts when the camera is nearly parallel with a surface have been greatly improved.
Some improvement to light leaking through walls, even when they’re 25cm-50cm in thickness. I’ve been having that issue in EA2 — the main problem being when you have a single static mesh that has additional geometry (e.g support beams) close to the wall. Will have to do more tests but seems somewhat better.
Skylight contribution to global illumination appears [more] accurate
Issues and oddities:
Lumen GI reappearing as you move the camera around is a lot worse, even when cranking the Lumen Scene+Final Gather Update Speed up to 10. This is automatically a big strike since I was hoping Preview would be better not worse than EA. Similar to EA, Lumen fades out when 30-50m from a portion of the interior — but the card swimming is more obvious likely to the greater skylight contribution. Perhaps there’s cvars to help solve this?
Occlusion via Lumen seems overall more intense, and it’s sometimes hard to gauge exactly to what degree, due to the issue with splotches phasing around. Skylight reaches some areas but the bounces don’t seem to reach some other areas well.
Noticeable difference in direct light bounces, comparing EA to Preview. There’s a couple spots where bounces are absent/present. I can’t use the pathtracer in UE5, so I resorted to testing with Corona render. Some of the direct light GI actually looks more accurate comparing ground truth to EA … but I’ll have to do additional testing with an identical scene in Max. Support hardware raytracing mode doesn’t work, presumably since I’m on a 1070.
Big differences in fog/atmosphere but I haven’t done enough tests.
To summarize: I’d like to use Preview but EA still feels more stable, mainly regarding lumen scene. Having so many differences between EA and Preview doesn’t make it easy to pick.