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…
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…
@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…
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…