whats up with ray tracing in UE5.5 and beyond?

so i’ve been trying to search for an answer to my specific question(s) about this topic but unfortunately can’t seem to find anything; why exactly did they remove raytracing? and is there any way to use it for GI and reflections? i know that i have to enable hardware ray tracing, but for GI and reflections there isn’t an option for raytracing, only lumen. i know they’re pushing lumen instead of raytracing, but i’d prefer to use raytracing (for everything such as GI and reflections) because i know it gives off better results than lumen. i dislike using lumen because the results i always get are less than great. it’d just be nice to at least have the option

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Lumen uses hardware raytracing if enabled in project settings. The legacy options were removed because they delivered bad results at extremely high performance cost.

hi @fleshyjelly

Not sure what you mean,

If you mean the very latest for Nvidia and AMD graphics cards

Epic’s GPUlightmass 5.7 Latest and 5.6 past posts

There was for Nvidia GTX NOT AMD

Solved : Cant Enable RayTracing in UE5 (gtx 1060)(Nvidia Pascal) up to 5.6

Anything beyond 5.3 needs to conform to the Epic New Unreal Engine licensing EULA on a per PC basis.

LGPU 5.4 baking was my Final successful version based on the original 4.27 Nvidia CUDA code

see post 2500

Luoshuang’s GPULightmass - Notification of final version

In 5.6, 5.7 etc, you can use Lumen with hardware raytracing turned on. Disabling screen traces and using raytraced translucency+refraction essentially gives you the same if not better results than the old raytracing options in 5.4 and earlier. Having all the Lumen raytracing options on looks pretty close to the path tracer in 5.7 now. The biggest differences I still see between the two are reflection bounces through transparent meshes, minor GI differences, etc.

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