I've been following game tech since the 80s, and this (along with Nanite) is definitely one of the biggest breakthroughs I've seen. I wonder if we'll ever get rid of the "creeping" shadows and reflections that kind of trail after camera and object movements though? I'm not sure everyone even notices, but it's really obvious to me for some reason. Still, the environments look absolutely gorgeous, and the fact that lighting can update when objects move around at all, is mind-blowing 😄
Absolutely we will; some of the very recent research that has stemmed from ReSTIR is showing how to do nearly perceptually unbiased illumination in a lot of cases that have been extremely hard to handle. We don't have all the pieces quite yet, but I think anyone smart and familiar with this part of the literature can imagine quite easily how to complete the picture, so to speak.
The "creeping" (technically usually called "ghosting") is from the feedback. Feedback is used to reduce the amount of calculation done per frame to hit framerate. The more powerful the GPU, the more calculations can be done in a single frame and the less feedback is needed, so as graphics hardware gets better the ghosting will get less intense. Of course, there will probably also be improvements in ways to mask "changed" areas for higher priority calculation or dumping of history. EDIT: also note that since the feedback is done offscreen, ghosting is only visible during major lighting changes. That means it won't be noticeable in most real-world use cases, as very dramatic lighting changes are usually only done in conjunction with other effects like particles or other setpieces. The exception is the reflections because they are view-dependant, but of course, reflections in games have always been a bit janky. :P
@@cerebralm my only point is this approach will not work for every use case. I just played Little Nightmares 2 last week, and there is a lot of gameplay in dark rooms where the character carries and aims a flashlight - the real time shadows are critical to game play, and it wouldn't have worked with any delay at all. Of course, for mostly static scenes, and for things like daytime lighting, Lumen is absolutely brilliant though. 🙂
My Uncle was an early 2000s 3dCAD CGI artist. He passed away about 12 years ago. Seeing how far CGI and 3DCAD has gone in the past 15+ years would blow his mind!!!!!!!!!!
One of the best things to happen to game-developing science in decades. Oh wow, the tips for illumination, I knew none of them. I shall apply them to my workflow!
short simple and straight to the point, even a common gamer like myself can understand the magnitud and implications of this new breakthrough technology. This is a complete game changer and it will change game development forever by making it easier, faster and better
First i like to say thanks to the gods at the lumen team. This is mind blowing guys! Secondly: This was a very good presentation. No nonsense. Honnest. Informational. Not to long. Not to short.
I can already see improvements to Lumen since they first showed it off. Interior scenes like the one at 13:48 used to be a bit noisy due to the challenging lighting circumstances.
Cool. -As a cartoonist, one of the Grand Principles I lean on when it comes to shadows is that, *"People are wired with very low resolution cognition regarding shadow play. That means you can use very broad stroke approximations, and so long as they stay within the bounds of very basic physics, nobody is going to notice or care."* So UE5 is basically doing the same thing, taking a low-resolution solution and layering it on top of high-cognition granular detail. In retrospect, it's a little surprising it took so long to implement, but that's how it goes with lots of great ideas which seem obvious only once they're in place. Great job either way. The real-time effects are absolutely stunning!
Thank you so much to each of you for all of your hard work on this tech. I really can't wait for all of the oversaturated 80's neon metropolises to start cropping up.
Great! Would be nice to have an hybrid approach using planar reflection for perfect mirrors. Right now the results from Lumen alone are not that great even with hardware acceleration. Also a solution for translucency would be great, but I believe it will be solved by the time we get the full release. Lumen is probably the most exciting new technology I've come across in the past years.
This is an amazing technology and the presentation is really clear and helpful. Really appreciate the effort you puth into it, Paulo. So stocked about the emissive materials 😍
Nice video. I've been using UE5 and Lumens for a few months now, and I'm loving it. There are a lot of settings (and even console commands I guess) that improve the quality, and it's all very early-access, but I'm digging it so far. Thanks!
My only hope is that landscape, foliage and subsurface scattering) support by Lumen is on the top of the roadmap. Actually, only urban or full static mesh scenes looks good with lumen.
Edit: Ignore this I was misconceiving. You're mistaken. These are all supported by Lumen, but not Nanite. But that brings me to a common misconception. Nanite is *not* a global system. It is enabled per mesh, meaning that anything that requires translucency or other effects not supported by Nanite, can use the traditional LOD system instead and it will render just fine.
@@Jafoss No, actually there's no realtime GI from landscape and foliage because they don't have surface cache. Also subsurface scattering is not showing once you enable Lumen. GI has nothing to do with nanite which is about geometry.
@@spacepirate9882 Ah I see now. I see a lot of people misconceiving the translucency and foliage limitation of Nanite with Lumen, and I wasn't aware of the lack of surface caching with landscape and foliage or the SSS error, so I thought you were with the crowd. Though from what I recall from one of my own projects SSS was working for me with Lumen enabled, unless it's a bug that happened in the new hotfix.
@@Jafoss I still don't get why you're talking about Nanite (virtual geometry) while I'm talking about Lumen (realtime global illumination). Nanite and Lumen are two different things, they are not related to each other in any way. You can use Lumen without using Nanite at all.
Really good use of SDFs. 2 questions though... 1. How long does it take to re-import meshes with SDFs enabled for a big AAA project? When compared to non-SDF import. 2. The use of Lumen lighting cache is obvious due to its temporal nature. I would like to know if the FInal Gather option is also controlling the number of frames contributing to the final lighting of Lumen? Or if it is just a separate PostProcess above Lumen.
13:47, if you notice, the image of the tool for rotate light has green, red, and blue axis colors, it turns out that there is a global illumination effect too...
Great Improvements for Software Ray Tracing! I wonder if you can use this technique like Surface Cache and Mesh Distance Fields for hardware ray tracing as well? It probably would be a huge performance improvement and really appreciate because Hardware Ray Tracing is still so expensive.
I love how Lumen causes even the arrows and indicators for scaling, rotating and moving objects to affect the scene also 😂😂😂😂😂. Brilliant (no pun intended)
@@mogmaximus Lumen + brilliant... I'd say that's a pun since we're talking about lighting here. Pretty lame that I have to explain the pun to you. Also, I laughed... so you're wrong twice.
@@thronosstudios No we all see what you were going for. It just wasn't a good pun. If I asked you to describe the sun in one word and you said brilliant, I'd slap you in the face.
14:58 15 Years now since I started learning about 3D, and this simple room with 4 walls and a floor makes me wanna cry🤣. This is truly a moment of triumph for the development of computer graphics!
By the way the Use Case room demo seemed to have enabled "Extend Default Luminance Range in Auto Exposure", also inside Post-Processing Volume we need to enable Lumen as Global Illumination method and crank up Final Gather Quality and Quality in order to obtain similar effect as shown in the video. However I am still having this wobbling effect of shadows.
17:47 Use hardware acceleration. (Post-Processing Volume) Reflection - (Lumen) Reflection Quality (seems not very effective with software ray tracing, for the interior demo scene at least; Haven't tried effectiveness of distance field, but detail/global toggle not working well for interior scene). Final Gather at 4 is most effective.
Lumen is great! But I can’t achieve the mirror quality at the windows reflections. In some cases it helps to add additional reflection plane, and tweaking its parameters. Also when reflection plane is added it starts to lag and FPS is falling. And what is the solution for the convex glass surfaces?
Reflection plane is realtime and realtime reflection is always performance heavy, if your plane's normal is upward aka its looking to sky, best thing to do is to bake a reflection in to the surfaces and to the bounds of the probe and use screen space reflection, the baked reflection is to minimize the visual visiblity of SSR screen edges smoothing
@@ciixo8510 thank you for the answer. The bad thing is that Lumion didn’t work with baked reflections, at least as I tested. So if I will bake the reflection I would have to bake the whole scene and use the lightmaps instead of Lumion. Am I wrong?
@@andreytrukhachev7417 i'm actually an environment artist in unity HDRP so i don't know much about ue5, but with the logic of baked reflection being just a cube map getting projected on objects, i don't think that ue5 would have a problem with using that and lumen at the same time, and if it currently is in this way, it would probably be doable in the full release!
It would be nice to register certain materials and objects for lumen. So that only chosen materials are calculated in lumen. That way we could default other materials like glass or weapon sights to what UE4 uses. Until you guys fix the translucent materials. I might be wrong but how are ppl lighting hair in lumen? Isn’t it a translucent material that uses alpha masking? Is that supported in lumen?
Pretty sure translucency is supported by Lumen, you can even see it in action in this video demo, at the 5 minute mark you can see glass windows. You might be confusing the lack of support with Nanite. Which is another misconception. Nanite is enabled *per mesh*, it is not a global LOD system, you can use traditional LODs on assets that require translucency, like foliage and glass.
20:28: Shouldn't the room be much brighter with so much light coming through this huge window? I know its a big room, but it still looks kinda dark for the amount of light coming in.
I do not find Lumen to be perfect, mainly because of the screen-space elements, but for me it is still the best thing to come to Real-Time engines since Physically Based Rendering/Shading.
YOu can turn off screen-space part of Lumen in console. I had problem with grass with Lumen because of that. So I turned off screen space part and it still looks amazing
It's incredibly cool technology. But what about performance? According to Steam Stats currently most of people uses low end GPUs like NV GTX 1060, 1070, 1660, 1050ti and similar. I understand that commercial games on UE5 will start to come out only in two or more years, and at that time the picture will change a little. But it'll still be low end cards like 2060, 3060 and such. Will we be able to have stable 60 fps at that time with this technology enabled. Or we still need to build light for thous platforms and test that game work and look normal with and without this feature?
Currently in UE5 EA, Lumen on high scalability should be good enough with TSR to do 1080p60 for outdoor scenes upscaled to 1440p/4k on consoles, which on desktop would be 2060 super or 3060/3060Ti. Lumen on high starts to do a poorer job on interior lighting.
The 60 fps goal rely on many other things than Lumen so it depends on how you want to balance the GPU (and CPU !) budget and get the holy 16ms. Lumen cost is heavily tied to screen resolution. The good thing is that we now have the new TAA "gen 5" (supersampling) algorithm that allow to run a 1080p frame at 50% screen resolution with the cost of a 1080p/2 frame and which still looks 1080p. The bad thing is that this algorithm is yet experimental and cost a lot actually (but 1080p at 50% screen resolution + new TAA is still less expensive than 1080p at 100% + new TAA off because most passes are based on screen resolution) The GPU cost on a GTX1060 at 1080p, 50% screen resolution, TAA gen 5, lumen tracing set to global tracing instead of detail tracing (lose some detail but still looks great), default settings for lumen GI and reflection, is less than 3 ms. So if you can achieve the visual quality you need with 13 ms and no bottleneck on the CPU thread then yes, you can get 1080p running at 60 fps on a GTX 1060 with lumen enabled.
How to solve the noise in the shadows close to the curtain on the ceiling that you can see in the indoor architectural visualization near end of the video? at -0.46??
@@ChaojianZhang the final gather doesn't seems to solve the noise at shadow level, it only improve the indirect lighting quality (higher values make less splotches, but based on my experienche the shadows stay noisy)
Lumen is a game changer for sure but it seems like the HDRI backdrop does not seems to work well with it. More specifically, the lighting seems to be blocked off. Not sure if anyone faces the same issue as me.
With the limited testing I've done, I can't get rid of the "slime trail" when revealing indirectly lit geometry, but I don't see it in any other footage. Is there something dumb I'm doing?
Just posted that as well, I’m having the same issue, crapload of ghosting. I’m guessing either it’s they have an insanely good GPU or they’re using a newer build of UE5 that has a lot of lumen fixes implemented
You need a GPU that can run at a higher frame rate, due to how Lumen recycles previous frames. Ghosting is pretty visible if you're only getting like 30fps. At 100 fps, it's faaaaar less obnoxious.
So, building the cache from multiple points sounds a lot like light probes but in real time rather then baking... What is the difference and how is it able to happen in real time? Is it that the process of using light cards and building a cache (which works as a quick reference) is more of an approximation that is "good enough" for a quick/dirty GI solution while being faster than the method light probes use to bake out light maps?
I have a wall that lights up when walking around the corner and then as u get near it, the lighting dims down. It’s a jarring effect. Anyone know how to correct it?
I feel like u can incorporate lumen with rtx like some kind of real time light simulation as the gym automatically adapt n scans the area while using light n rtx would work at a faster rate giving lumen a better performance,u can ray trace through lumen
Great overview! I have a question, when working on a scene, and I run the stats, I noticed that with lumen active there is a considerable chunk of the render time dedicated to DiffuseIndirectAndAO. LumenScreenProbeGather and LumenReflections are the ones taking the longest to render. May I ask what are those, and where to look for optimization? Thank you!
To me : - LumenScreenProbeGather : The tracing pass of Lumen. Collecting surface data and building the surface cache - DiffuseIndirectAndAO : The injection pass of computed color bleeding and AO to the base color and AO buffers - LumenReflections : The injection pass of computed lumen reflections to the reflections buffer. For optimization : - Global tracing is less expensive than detail tracing in project settings - Final gather quality in post process settings -> Lumen Global Illumination - Quality in post process settings -> Lumen reflections - Cost is heavily tied to screen resolution. Lowering screen resolution percentage with TAA gen 5 enabled (on by default in UE5)
Whenever I use lumen and move a light, it takes a while for the light to update like it’s loading in. I don’t see that here at all. Is there something wrong with the way I’m doing it or is my GPU just too old
@@kolt5511 no it's not, Lumen is a design compromise. It is far less costly than RTXGI or rather DXR/VulkanRT yet give acceptable visual. You see that DXR have limited use case because of how expensive it is. Lumen enables RT on non DXR hardware and increase performance on DXR capable hardware while maintaining acceptable visuals.
Is this something still based on ray tracing but with some adjustment to match the need of real time rendering? And if someone has some device that runs as fast as a thousand of 3080 or even faster, this could also be good enough and not deprecated at all? Like what we would probably meet in 20 or 30 years?
I've been following game tech since the 80s, and this (along with Nanite) is definitely one of the biggest breakthroughs I've seen. I wonder if we'll ever get rid of the "creeping" shadows and reflections that kind of trail after camera and object movements though? I'm not sure everyone even notices, but it's really obvious to me for some reason. Still, the environments look absolutely gorgeous, and the fact that lighting can update when objects move around at all, is mind-blowing 😄
Absolutely we will; some of the very recent research that has stemmed from ReSTIR is showing how to do nearly perceptually unbiased illumination in a lot of cases that have been extremely hard to handle. We don't have all the pieces quite yet, but I think anyone smart and familiar with this part of the literature can imagine quite easily how to complete the picture, so to speak.
The "creeping" (technically usually called "ghosting") is from the feedback. Feedback is used to reduce the amount of calculation done per frame to hit framerate. The more powerful the GPU, the more calculations can be done in a single frame and the less feedback is needed, so as graphics hardware gets better the ghosting will get less intense. Of course, there will probably also be improvements in ways to mask "changed" areas for higher priority calculation or dumping of history.
EDIT: also note that since the feedback is done offscreen, ghosting is only visible during major lighting changes. That means it won't be noticeable in most real-world use cases, as very dramatic lighting changes are usually only done in conjunction with other effects like particles or other setpieces. The exception is the reflections because they are view-dependant, but of course, reflections in games have always been a bit janky. :P
@@cerebralm my only point is this approach will not work for every use case. I just played Little Nightmares 2 last week, and there is a lot of gameplay in dark rooms where the character carries and aims a flashlight - the real time shadows are critical to game play, and it wouldn't have worked with any delay at all. Of course, for mostly static scenes, and for things like daytime lighting, Lumen is absolutely brilliant though. 🙂
Also it seemed the shadows are wobbling around even for a stable camera position?
The truth of what you said was proved by the release of The Matrix tech demo
My Uncle was an early 2000s 3dCAD CGI artist. He passed away about 12 years ago. Seeing how far CGI and 3DCAD has gone in the past 15+ years would blow his mind!!!!!!!!!!
Rip
Lumen is the game changer for all of us. Thanks for that 😅
Thanks Epic for all you do for us artist and developers.
One of the best things to happen to game-developing science in decades. Oh wow, the tips for illumination, I knew none of them. I shall apply them to my workflow!
short simple and straight to the point, even a common gamer like myself can understand the magnitud and implications of this new breakthrough technology. This is a complete game changer and it will change game development forever by making it easier, faster and better
First i like to say thanks to the gods at the lumen team. This is mind blowing guys!
Secondly:
This was a very good presentation.
No nonsense.
Honnest.
Informational.
Not to long.
Not to short.
There is one god
@@wbhtrb3008 good for you
@@wbhtrb3008and his name is brian karis from the unreal engine development team
I can already see improvements to Lumen since they first showed it off. Interior scenes like the one at 13:48 used to be a bit noisy due to the challenging lighting circumstances.
Cool. -As a cartoonist, one of the Grand Principles I lean on when it comes to shadows is that, *"People are wired with very low resolution cognition regarding shadow play. That means you can use very broad stroke approximations, and so long as they stay within the bounds of very basic physics, nobody is going to notice or care."*
So UE5 is basically doing the same thing, taking a low-resolution solution and layering it on top of high-cognition granular detail.
In retrospect, it's a little surprising it took so long to implement, but that's how it goes with lots of great ideas which seem obvious only once they're in place.
Great job either way. The real-time effects are absolutely stunning!
Thank you so much to each of you for all of your hard work on this tech. I really can't wait for all of the oversaturated 80's neon metropolises to start cropping up.
Different strokes for different folks... Lumen is perfect for certain things and I can't wait to see the creations in 2023 :)
Wow, you around here, representing the great KALASHNIKOV? SKRA
Yeah i make VR games at work and all this doesnt benefit me at all sadly
SKRAAAAÄAAAAA
Great! Would be nice to have an hybrid approach using planar reflection for perfect mirrors. Right now the results from Lumen alone are not that great even with hardware acceleration. Also a solution for translucency would be great, but I believe it will be solved by the time we get the full release. Lumen is probably the most exciting new technology I've come across in the past years.
This is an amazing technology and the presentation is really clear and helpful. Really appreciate the effort you puth into it, Paulo. So stocked about the emissive materials 😍
I love using UE5 and especially Lumen! The Lumen team did a terrific job 👌
Nice video. I've been using UE5 and Lumens for a few months now, and I'm loving it. There are a lot of settings (and even console commands I guess) that improve the quality, and it's all very early-access, but I'm digging it so far. Thanks!
un par un par
My only hope is that landscape, foliage and subsurface scattering) support by Lumen is on the top of the roadmap. Actually, only urban or full static mesh scenes looks good with lumen.
Edit: Ignore this I was misconceiving.
You're mistaken. These are all supported by Lumen, but not Nanite. But that brings me to a common misconception. Nanite is *not* a global system. It is enabled per mesh, meaning that anything that requires translucency or other effects not supported by Nanite, can use the traditional LOD system instead and it will render just fine.
@@Jafoss No, actually there's no realtime GI from landscape and foliage because they don't have surface cache. Also subsurface scattering is not showing once you enable Lumen. GI has nothing to do with nanite which is about geometry.
@@spacepirate9882 Ah I see now. I see a lot of people misconceiving the translucency and foliage limitation of Nanite with Lumen, and I wasn't aware of the lack of surface caching with landscape and foliage or the SSS error, so I thought you were with the crowd.
Though from what I recall from one of my own projects SSS was working for me with Lumen enabled, unless it's a bug that happened in the new hotfix.
@@Jafoss I still don't get why you're talking about Nanite (virtual geometry) while I'm talking about Lumen (realtime global illumination). Nanite and Lumen are two different things, they are not related to each other in any way. You can use Lumen without using Nanite at all.
"No Harry no, don't look at the light" - Bug ... "I can't help it it's so beautiful." - Harry
As someone who started gaming in the 80s your work brings tears of joy in my eyes.
This is a game changer, literally, I'm talking computer games
Lumen is insane. So effective while resource saving. You guys are smart, good job!
Someone did a great job in recalling all those robots from the city.
Epic hired everyone with the highest score in that game to help them out
Really good use of SDFs. 2 questions though...
1. How long does it take to re-import meshes with SDFs enabled for a big AAA project? When compared to non-SDF import.
2. The use of Lumen lighting cache is obvious due to its temporal nature. I would like to know if the FInal Gather option is also controlling the number of frames contributing to the final lighting of Lumen? Or if it is just a separate PostProcess above Lumen.
1. About 12 minutes
2. Yes, it is controlling the number of frames contributing to the final lighting of Lumen!
super exciting stuff, I can't wait for RTGI to be common in games everywhere
13:47, if you notice, the image of the tool for rotate light has green, red, and blue axis colors, it turns out that there is a global illumination effect too...
Emissive materials acting as lights without building lighting? What a time to be alive 😁
Thank you for this great video and for the mention :) oh my correct artstation is pscionti
ABSOLUTELY PHENOMENAL!!! This truly is a new step towards more realism and adds a lot if drama to every scene...GREAT JOB!!!👍🏻👍🏻👍🏻😃😃😃
Great Improvements for Software Ray Tracing! I wonder if you can use this technique like Surface Cache and Mesh Distance Fields for hardware ray tracing as well? It probably would be a huge performance improvement and really appreciate because Hardware Ray Tracing is still so expensive.
Magnificent Tech and Video. Thank you Epic
Parabéns, Paulo, ver um brasileiro a frente desse tipo de coisa nos enche de orgulho!
I love how Lumen causes even the arrows and indicators for scaling, rotating and moving objects to affect the scene also 😂😂😂😂😂. Brilliant (no pun intended)
that was not a pun, no one is laughing
@@mogmaximus Lumen + brilliant... I'd say that's a pun since we're talking about lighting here. Pretty lame that I have to explain the pun to you.
Also, I laughed... so you're wrong twice.
@@thronosstudios No we all see what you were going for. It just wasn't a good pun. If I asked you to describe the sun in one word and you said brilliant, I'd slap you in the face.
Lumen completely blows my mind. Just a genuine game changer for the entire industry.
genuinely and literally
Thx, we really need a tutorial like this more than a group talking.
14:58 15 Years now since I started learning about 3D, and this simple room with 4 walls and a floor makes me wanna cry🤣. This is truly a moment of triumph for the development of computer graphics!
I remember how much pain it is to configure GI and Final Gathering for Maya - now I use Blender as my main modeling/rendering software.😁
By the way the Use Case room demo seemed to have enabled "Extend Default Luminance Range in Auto Exposure", also inside Post-Processing Volume we need to enable Lumen as Global Illumination method and crank up Final Gather Quality and Quality in order to obtain similar effect as shown in the video.
However I am still having this wobbling effect of shadows.
Also there can be this huge shadow artifact on the side wall depending on your sun direction😢.
17:47 Use hardware acceleration. (Post-Processing Volume) Reflection - (Lumen) Reflection Quality (seems not very effective with software ray tracing, for the interior demo scene at least; Haven't tried effectiveness of distance field, but detail/global toggle not working well for interior scene). Final Gather at 4 is most effective.
计算机图形学终于能把4面墙加1个地板给收拾妥当了。
I can see this working really well for Architecture.
Lumen changed my life
Lumen is great! But I can’t achieve the mirror quality at the windows reflections. In some cases it helps to add additional reflection plane, and tweaking its parameters. Also when reflection plane is added it starts to lag and FPS is falling. And what is the solution for the convex glass surfaces?
Reflection plane is realtime and realtime reflection is always performance heavy, if your plane's normal is upward aka its looking to sky, best thing to do is to bake a reflection in to the surfaces and to the bounds of the probe and use screen space reflection, the baked reflection is to minimize the visual visiblity of SSR screen edges smoothing
@@ciixo8510 thank you for the answer. The bad thing is that Lumion didn’t work with baked reflections, at least as I tested. So if I will bake the reflection I would have to bake the whole scene and use the lightmaps instead of Lumion. Am I wrong?
@@andreytrukhachev7417 i'm actually an environment artist in unity HDRP so i don't know much about ue5, but with the logic of baked reflection being just a cube map getting projected on objects, i don't think that ue5 would have a problem with using that and lumen at the same time, and if it currently is in this way, it would probably be doable in the full release!
It would be nice to register certain materials and objects for lumen. So that only chosen materials are calculated in lumen. That way we could default other materials like glass or weapon sights to what UE4 uses. Until you guys fix the translucent materials. I might be wrong but how are ppl lighting hair in lumen? Isn’t it a translucent material that uses alpha masking? Is that supported in lumen?
Pretty sure translucency is supported by Lumen, you can even see it in action in this video demo, at the 5 minute mark you can see glass windows. You might be confusing the lack of support with Nanite. Which is another misconception. Nanite is enabled *per mesh*, it is not a global LOD system, you can use traditional LODs on assets that require translucency, like foliage and glass.
@@Jafoss I’ll have to double check I may be wrong
Twinmotin needs this, now!
thank you Epic for making this tool free
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Lumen is really amazing...
20:28: Shouldn't the room be much brighter with so much light coming through this huge window? I know its a big room, but it still looks kinda dark for the amount of light coming in.
That's why he fix it and up the brightness.
Does anyone know what are those artifacts around the sphere at 14:30?
This is magic.Thank you!
And God said, “Let there be light,” and there was UE5.
GOD IS THE SERVER
*Wise* AI(GPT-3) : I believe in god as a creator
I do not find Lumen to be perfect, mainly because of the screen-space elements, but for me it is still the best thing to come to Real-Time engines since Physically Based Rendering/Shading.
YOu can turn off screen-space part of Lumen in console. I had problem with grass with Lumen because of that. So I turned off screen space part and it still looks amazing
@@BigChiken44 what is the command for that?
@@BigChiken44 Good to know! Will test that out
16:28 blue car, down left. Some random reflection, next to plates. That happens almost always. Why's that?
It's incredibly cool technology. But what about performance? According to Steam Stats currently most of people uses low end GPUs like NV GTX 1060, 1070, 1660, 1050ti and similar. I understand that commercial games on UE5 will start to come out only in two or more years, and at that time the picture will change a little. But it'll still be low end cards like 2060, 3060 and such. Will we be able to have stable 60 fps at that time with this technology enabled. Or we still need to build light for thous platforms and test that game work and look normal with and without this feature?
Currently in UE5 EA, Lumen on high scalability should be good enough with TSR to do 1080p60 for outdoor scenes upscaled to 1440p/4k on consoles, which on desktop would be 2060 super or 3060/3060Ti. Lumen on high starts to do a poorer job on interior lighting.
The 60 fps goal rely on many other things than Lumen so it depends on how you want to balance the GPU (and CPU !) budget and get the holy 16ms.
Lumen cost is heavily tied to screen resolution. The good thing is that we now have the new TAA "gen 5" (supersampling) algorithm that allow to run a 1080p frame at 50% screen resolution with the cost of a 1080p/2 frame and which still looks 1080p.
The bad thing is that this algorithm is yet experimental and cost a lot actually (but 1080p at 50% screen resolution + new TAA is still less expensive than 1080p at 100% + new TAA off because most passes are based on screen resolution)
The GPU cost on a GTX1060 at 1080p, 50% screen resolution, TAA gen 5, lumen tracing set to global tracing instead of detail tracing (lose some detail but still looks great), default settings for lumen GI and reflection, is less than 3 ms.
So if you can achieve the visual quality you need with 13 ms and no bottleneck on the CPU thread then yes, you can get 1080p running at 60 fps on a GTX 1060 with lumen enabled.
As others have said, Lumen is aimed for 60fps on high end PCs and 30fps for consoles/mid-end PCs.
@@ZacDonald Which is the best GPU and CPU per Lumen realtime high quality rendering at 30 or 60 Fps more or less? Thanks!
Everything looks very realistic except this part 19:46. The color bleed should be there even if the material is offscreen. I hope they fix that.
What are the steps necessary to add emissive properties to materials? This video did not cover that.
Thank you guys for lumen
Lumen is amazing!
Will translucency be supported at launch for Lumen?
Salute from southern Brasil !
How to solve the noise in the shadows close to the curtain on the ceiling that you can see in the indoor architectural visualization near end of the video? at -0.46??
Good question: 20:40
@@ChaojianZhang the final gather doesn't seems to solve the noise at shadow level, it only improve the indirect lighting quality (higher values make less splotches, but based on my experienche the shadows stay noisy)
@@riccardofoschi Yes, I am just pointing out that 20:40 is where the issue you mentioned can be seen😁
I don't know how it can be solved😂
@@ChaojianZhang oh! Sorry :D I've just remembered I've used the negative time, (my youtube app shows it like that)
Lumen is a game changer for sure but it seems like the HDRI backdrop does not seems to work well with it. More specifically, the lighting seems to be blocked off. Not sure if anyone faces the same issue as me.
With the limited testing I've done, I can't get rid of the "slime trail" when revealing indirectly lit geometry, but I don't see it in any other footage. Is there something dumb I'm doing?
Just posted that as well, I’m having the same issue, crapload of ghosting. I’m guessing either it’s they have an insanely good GPU or they’re using a newer build of UE5 that has a lot of lumen fixes implemented
@@thechronicgrump3906 it's likely that they are using a newer build
You need a GPU that can run at a higher frame rate, due to how Lumen recycles previous frames. Ghosting is pretty visible if you're only getting like 30fps. At 100 fps, it's faaaaar less obnoxious.
we need ue5 asap, its been 1.5 years since the reveal.
In 2:47 , the blue barrel color is being posted on the Column/Pillar, How do i stop that from happening
So, building the cache from multiple points sounds a lot like light probes but in real time rather then baking... What is the difference and how is it able to happen in real time? Is it that the process of using light cards and building a cache (which works as a quick reference) is more of an approximation that is "good enough" for a quick/dirty GI solution while being faster than the method light probes use to bake out light maps?
Paulo Souza is always best at presenting
Great Video, especially @13:19 onwards
That was excellent, thank you. :D
16:08 is good blueprint tutorial for sun rotate!
What about transperancy improvements for single skeleton mesh or static mesh with multiple sub objects occluded with eachother?
This is incredible
But now, has UE5 been released stable or is it still early access?
I have a wall that lights up when walking around the corner and then as u get near it, the lighting dims down. It’s a jarring effect. Anyone know how to correct it?
I feel like u can incorporate lumen with rtx like some kind of real time light simulation as the gym automatically adapt n scans the area while using light n rtx would work at a faster rate giving lumen a better performance,u can ray trace through lumen
Good presentation. I approve. Thank you.
How can I fix meshes that are black in the lumen scene and/or yellow/magenta in the Lumen surface cache?
is there any way to increase the distance of gi beyond 200m ??
Does it work for VR?
What kind of GPU do i need to work with this with no issues?
Great overview! I have a question, when working on a scene, and I run the stats, I noticed that with lumen active there is a considerable chunk of the render time dedicated to DiffuseIndirectAndAO. LumenScreenProbeGather and LumenReflections are the ones taking the longest to render. May I ask what are those, and where to look for optimization?
Thank you!
To me :
- LumenScreenProbeGather : The tracing pass of Lumen. Collecting surface data and building the surface cache
- DiffuseIndirectAndAO : The injection pass of computed color bleeding and AO to the base color and AO buffers
- LumenReflections : The injection pass of computed lumen reflections to the reflections buffer.
For optimization :
- Global tracing is less expensive than detail tracing in project settings
- Final gather quality in post process settings -> Lumen Global Illumination
- Quality in post process settings -> Lumen reflections
- Cost is heavily tied to screen resolution. Lowering screen resolution percentage with TAA gen 5 enabled (on by default in UE5)
@@spacepirate9882 OOoooh! That is a great answer! Thank you! Gotta get used to the new terminology :) Thank you again!
How to open the SurfaceCache Atlas debug view at 8:32 ?
The optimization brought by Unreal Engine 5 is great.
Is that possible to remove flickering in the top corner of the room at 20:23?
really awsome ☝️☝️😎👍👍👍
Totally sick!
Is it possible to "fake" the screen space lighting so that it still keeps the bounce colors for objects before they enter the camera frame?
Emissive materials acting as lights without building lighting? What a time to be alive
So will lumen be less expensive in general than ray traced GI?
Yes
Hmm, better then most tutorials and webinars so far!
Whenever I use lumen and move a light, it takes a while for the light to update like it’s loading in. I don’t see that here at all. Is there something wrong with the way I’m doing it or is my GPU just too old
Gpu only , works gud for rtx 3060 Ti series , unable to perform well with gtx 1070 .
@@ticktockworld5895But then it defeats the whole purpose of lumen since RTXGI is already much better
@@kolt5511 no it's not, Lumen is a design compromise. It is far less costly than RTXGI or rather DXR/VulkanRT yet give acceptable visual. You see that DXR have limited use case because of how expensive it is. Lumen enables RT on non DXR hardware and increase performance on DXR capable hardware while maintaining acceptable visuals.
I wanna make a cod ghosts reboot set in the mw2k19 world when this fully drops
The future is bright!
UE5 will introuduce translucent materials?
You still haven't addressed the issues it has when it comes to translucency. Are those just going to always be there?
They're aware of that and are working on it.
It's still Early Access. Most of these stuff will be fixed in the Final Release.
Can we get lumen in UE5 VR?
After lumen ,don't we need unwrapping in max now?
what about precise occlusion and shading of actors?
The new UI for UE looks a lot more modern.
My processor is 100% working when UE is starting and running.. what should i do.. i have default setting. Gpu is not running
that is a good thing. It means it is optimized for its full potential.
@@Eroktic thank you
The engine is probably compiling shaders, which might take a while when you open a new project
When are you gonna add the Eye Floaties, I need real realism
Try write your own renderer
Can my GTX 1650 run it properly?
Is this something still based on ray tracing but with some adjustment to match the need of real time rendering? And if someone has some device that runs as fast as a thousand of 3080 or even faster, this could also be good enough and not deprecated at all? Like what we would probably meet in 20 or 30 years?
I'm glad I saw this video.
Please make UE5 rendering plugin for 3d applications such as 3ds max and others.
We are sick and tired of rendering 1 frame for hours
Indirect lighting is great