Would a game like Black Myth Wukong have benefitted from using Baked Lighting over lumen?

I’ve never played it, but generally speaking lightmaps (in Unreal) have advantages and disadvantages, even aside from light mobility and performance.

Using surface lightmaps means storing an additional set of textures for every instance of every static mesh in your world which increases the disk size of the game. If you’ve ever wondered why some games are upwards of 200+ gigs… well if they are using static lighting then there’s a good chance a huge chunk of that is just lightmap data.

Objects that can’t or don’t use surface lightmaps (moveable meshes, meshes too small, numerous, or complex to justify a surface lightmap) will have to use the volumetric lightmap, which is more efficient in terms of data storage but it is also lower detail and prone to leaking through thin walls.

The volumetric lightmap also has issues with level streaming, and World Partition levels specifically had no support for lightmaps until 5.5.

Reflection captures also leak like crazy, consume GPU memory, and don’t have correct parallax. Usually this means minimizing the amount of glossy surfaces and turning reflection captures on and off as the player traverses the level.

Lightmaps are difficult to work with and put a lot of constraints on designers/artists.

Lumen basically has none of these issues, it is mostly leak-free and can scale to worlds of nearly any size or complexity with minimal effort. The main disadvantages being that it is significantly more costly to render, and it is reliant on a temporal filter which means the quality can break down under motion.

Many of the issues that Unreal has with lightmaps could be improved with further development. But it appears Epic has no interest investing resources into static lighting. Which is something people will also want to consider if they want to go down that route.

Ultimately it’s up to you to decide what makes the most sense for your game and your development team. Did Black Myth Wukong make the right choice? I don’t know. But it’s not quite as simple as “the light doesn’t move so I should use static lighting”

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