The Lumen documentation states it's a "fully dynamic global illumination and reflections system that is designed for next-generation (current gen now) consoles" - so no baked lighting with Lumen. If you want to use baked lighting you would have to setup your project accordingly. The question whether Lumen is optimized for…
well fortnite has the epic team behind it so they have a bit more firepower than a solo-developer. but it looks like you can include lumen in quality settings for your game: https://docs.unrealengine.com/5.2/en-US/lumen-performance-guide-for-unreal-engine/ the game user settings has a benchmark node that you can run to…
@Alex_J I wonder how well this works in practice. Losing GI in a scene originally designed and lit for it would have a very significant impact visually, I feel like you'd need 2 different lighting scenarios for lumen on and lumen off. I almost feel that I wouldn't even bother with trying to support both. Unreals current…
if it's any help i just took an in-editor capture at high settings, approx 2560x1440 resolution with lumen, UDS and a load of trees this was done on a 3080 0.36 ms is more than acceptable on a 12.8ms frame - I'm pretty sure SSGI would be higher (tbf that's a fixed cost, I expect this to get worse with more content) this…
Hey guys, I have been working on my game since a year ago, as I have started to do the lighting in the scene, I have noticed that whenever I select the lights to be static and bake, they simply disappear from the scene. So I guess the lumen does not support bake lighting. This leaves me to assign all lights (mainly rect…
yeah I have thought about maybe if i wanted to target low end, perhaps just design without lumen from the beginning. but havent done any real performance testing for it.
Using entirely stationary/dynamic lights is not that unusual for a game, and hasn't been for a while. Open-world games practically require it. I think lumen is probably a bit immature at the moment, Fortnite notwithstanding with first-party support from Epic. However given the typical development cycle time I absolutely do…