I have been developing during three days a quick demo test with UE5, Lumen and Nanite, to confront it against a real development case (I needed to fight a lot to make it work fine), and tried to push it to its limits, using only megascans assets.
Thank you for sharing your Lumen & Nanite demo! While not being an expert on the new features that UE5 offers, I’m really impressed with the way the shadows look during the dark scene. It’s very photorealistic.
As a moderator, I see many threads regarding the difficulties some of us have with Lumen, Nanite, Raytracing, etc. It appears to me that you’ve got it all figured out! Did the demo prove to be what you needed in order to confront it against your real dev project?
Thank you very much! You are very pleasant giving us your attention and your kind words.
Absolutely! It proved it, but also served to prove that right now it’s still a challenge to get it work (fine). Almost the half of the time was wasted waiting Unreal to import Megascans assets, to process bulk asset edition, and making lot of tests until achieving a non erratic Lumen + Nanite + Shadows behaviour. So: quite happy and hyped about Lumen and Nanite (I’m in love with Lumen GI!), but they are still so tricky and slow to work with, and still better to avoid them, if possible, in terms of time and effort (and performance too, but understandable).