Lumen in UE5: Let there be light! | Unreal Engine

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  • เผยแพร่เมื่อ 22 ธ.ค. 2024

ความคิดเห็น • 361

  • @RasmusSchultz
    @RasmusSchultz 3 ปีที่แล้ว +232

    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 😄

    • @veedrac
      @veedrac 3 ปีที่แล้ว +12

      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.

    • @cerebralm
      @cerebralm 3 ปีที่แล้ว +20

      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

    • @RasmusSchultz
      @RasmusSchultz 3 ปีที่แล้ว +5

      @@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. 🙂

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว +1

      Also it seemed the shadows are wobbling around even for a stable camera position?

    • @Silvermahdi
      @Silvermahdi 3 ปีที่แล้ว +1

      The truth of what you said was proved by the release of The Matrix tech demo

  • @darkscorpion6534
    @darkscorpion6534 3 ปีที่แล้ว +11

    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!!!!!!!!!!

    • @cake13.12
      @cake13.12 หลายเดือนก่อน

      Rip

  • @VirtuLlama
    @VirtuLlama 3 ปีที่แล้ว +40

    Lumen is the game changer for all of us. Thanks for that 😅

  • @lordkiller977
    @lordkiller977 3 ปีที่แล้ว +15

    Thanks Epic for all you do for us artist and developers.

  • @Spamkromite
    @Spamkromite 3 ปีที่แล้ว +10

    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!

  • @sergiokaminotanjo
    @sergiokaminotanjo 3 ปีที่แล้ว +17

    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

  • @fleurbird
    @fleurbird 3 ปีที่แล้ว +100

    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.

    • @wbhtrb3008
      @wbhtrb3008 3 ปีที่แล้ว +1

      There is one god

    • @CP-Mohammed
      @CP-Mohammed 2 ปีที่แล้ว

      @@wbhtrb3008 good for you

    • @cvspvr
      @cvspvr ปีที่แล้ว

      ​@@wbhtrb3008and his name is brian karis from the unreal engine development team

  • @JazerMedia
    @JazerMedia 3 ปีที่แล้ว +26

    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.

  • @MarkOakleyComics
    @MarkOakleyComics 2 ปีที่แล้ว +1

    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!

  • @MonsterJuiced
    @MonsterJuiced 3 ปีที่แล้ว +11

    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.

  • @Eroktic
    @Eroktic 3 ปีที่แล้ว +151

    Different strokes for different folks... Lumen is perfect for certain things and I can't wait to see the creations in 2023 :)

    • @belvss896
      @belvss896 3 ปีที่แล้ว +2

      Wow, you around here, representing the great KALASHNIKOV? SKRA

    • @IPpainting
      @IPpainting 3 ปีที่แล้ว +4

      Yeah i make VR games at work and all this doesnt benefit me at all sadly

    • @boukm3n
      @boukm3n 3 ปีที่แล้ว

      SKRAAAAÄAAAAA

  • @lhmsc
    @lhmsc 3 ปีที่แล้ว +19

    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.

  • @STVinMotion
    @STVinMotion 3 ปีที่แล้ว +22

    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 😍

  • @dadandme
    @dadandme 3 ปีที่แล้ว +4

    I love using UE5 and especially Lumen! The Lumen team did a terrific job 👌

  • @Glowbox3D
    @Glowbox3D 3 ปีที่แล้ว +4

    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!

  • @spacepirate9882
    @spacepirate9882 3 ปีที่แล้ว +11

    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.

    • @Jafoss
      @Jafoss 3 ปีที่แล้ว +3

      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.

    • @spacepirate9882
      @spacepirate9882 3 ปีที่แล้ว +4

      @@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.

    • @Jafoss
      @Jafoss 3 ปีที่แล้ว +2

      @@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.

    • @spacepirate9882
      @spacepirate9882 3 ปีที่แล้ว +1

      @@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.

  • @DirkTeucher
    @DirkTeucher 3 ปีที่แล้ว +18

    "No Harry no, don't look at the light" - Bug ... "I can't help it it's so beautiful." - Harry

  • @Moritz19081980
    @Moritz19081980 2 ปีที่แล้ว

    As someone who started gaming in the 80s your work brings tears of joy in my eyes.

  • @mrbogdanoff9233
    @mrbogdanoff9233 3 ปีที่แล้ว +16

    This is a game changer, literally, I'm talking computer games

  • @antuAnoro
    @antuAnoro 3 ปีที่แล้ว

    Lumen is insane. So effective while resource saving. You guys are smart, good job!

  • @daveD0607
    @daveD0607 3 ปีที่แล้ว +4

    Someone did a great job in recalling all those robots from the city.

    • @mogmaximus
      @mogmaximus 3 ปีที่แล้ว

      Epic hired everyone with the highest score in that game to help them out

  • @tommosby8833
    @tommosby8833 3 ปีที่แล้ว +5

    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.

    • @mogmaximus
      @mogmaximus 3 ปีที่แล้ว +1

      1. About 12 minutes
      2. Yes, it is controlling the number of frames contributing to the final lighting of Lumen!

  • @RayTracingRevolution
    @RayTracingRevolution 3 ปีที่แล้ว +7

    super exciting stuff, I can't wait for RTGI to be common in games everywhere

  • @cg.man_aka_kevin
    @cg.man_aka_kevin 2 ปีที่แล้ว +1

    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...

  • @TheOriginalDarkGlitch
    @TheOriginalDarkGlitch 3 ปีที่แล้ว +8

    Emissive materials acting as lights without building lighting? What a time to be alive 😁

  • @Sciontidesign
    @Sciontidesign 3 ปีที่แล้ว +5

    Thank you for this great video and for the mention :) oh my correct artstation is pscionti

  • @iljavieten687
    @iljavieten687 3 ปีที่แล้ว +1

    ABSOLUTELY PHENOMENAL!!! This truly is a new step towards more realism and adds a lot if drama to every scene...GREAT JOB!!!👍🏻👍🏻👍🏻😃😃😃

  • @christianwurm4022
    @christianwurm4022 3 ปีที่แล้ว +4

    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.

  • @jakubjodlowski2768
    @jakubjodlowski2768 3 ปีที่แล้ว +2

    Magnificent Tech and Video. Thank you Epic

  • @danidaniel1161
    @danidaniel1161 3 ปีที่แล้ว

    Parabéns, Paulo, ver um brasileiro a frente desse tipo de coisa nos enche de orgulho!

  • @thronosstudios
    @thronosstudios 3 ปีที่แล้ว +31

    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
      @mogmaximus 3 ปีที่แล้ว +3

      that was not a pun, no one is laughing

    • @thronosstudios
      @thronosstudios 3 ปีที่แล้ว +12

      @@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.

    • @King-mj2bn
      @King-mj2bn 3 ปีที่แล้ว

      @@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.

  • @TheIncredibleStories
    @TheIncredibleStories ปีที่แล้ว

    Lumen completely blows my mind. Just a genuine game changer for the entire industry.

    • @gabbbb5492
      @gabbbb5492 ปีที่แล้ว

      genuinely and literally

  • @Zdrthn
    @Zdrthn 3 ปีที่แล้ว +1

    Thx, we really need a tutorial like this more than a group talking.

  • @ChaojianZhang
    @ChaojianZhang 3 ปีที่แล้ว +1

    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!

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      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.😁

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      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.

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      Also there can be this huge shadow artifact on the side wall depending on your sun direction😢.

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      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.

    • @Richard-k5x4j
      @Richard-k5x4j 3 ปีที่แล้ว +1

      计算机图形学终于能把4面墙加1个地板给收拾妥当了。

  • @michael14876
    @michael14876 2 ปีที่แล้ว

    I can see this working really well for Architecture.

  • @victorblanchard7774
    @victorblanchard7774 3 ปีที่แล้ว +2

    Lumen changed my life

  • @andreytrukhachev7417
    @andreytrukhachev7417 3 ปีที่แล้ว +5

    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?

    • @ciixo8510
      @ciixo8510 3 ปีที่แล้ว +1

      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

    • @andreytrukhachev7417
      @andreytrukhachev7417 3 ปีที่แล้ว

      @@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?

    • @ciixo8510
      @ciixo8510 3 ปีที่แล้ว

      @@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!

  • @DevGods
    @DevGods 3 ปีที่แล้ว +3

    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?

    • @Jafoss
      @Jafoss 3 ปีที่แล้ว +5

      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.

    • @DevGods
      @DevGods 3 ปีที่แล้ว

      @@Jafoss I’ll have to double check I may be wrong

  • @acspace3d602
    @acspace3d602 3 ปีที่แล้ว +1

    Twinmotin needs this, now!

  • @rootofminusone
    @rootofminusone 2 ปีที่แล้ว +1

    thank you Epic for making this tool free

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      @damysticalone87 2 ปีที่แล้ว +1

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  • @EeVeE3D
    @EeVeE3D 3 ปีที่แล้ว +4

    Lumen is really amazing...

  • @Oozaru85
    @Oozaru85 3 ปีที่แล้ว +1

    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.

    • @taturay
      @taturay 3 ปีที่แล้ว

      That's why he fix it and up the brightness.

  • @hawkera8586
    @hawkera8586 3 ปีที่แล้ว +3

    Does anyone know what are those artifacts around the sphere at 14:30?

  • @jahormaksimau1597
    @jahormaksimau1597 3 ปีที่แล้ว +2

    This is magic.Thank you!

  • @Monster01D
    @Monster01D 3 ปีที่แล้ว +61

    And God said, “Let there be light,” and there was UE5.

    • @misvideos360
      @misvideos360 3 ปีที่แล้ว +1

      GOD IS THE SERVER

    • @SchrodingersLife
      @SchrodingersLife 3 ปีที่แล้ว

      *Wise* AI(GPT-3) : I believe in god as a creator

  • @kerrybaldino8826
    @kerrybaldino8826 3 ปีที่แล้ว +19

    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.

    • @BigChiken44
      @BigChiken44 3 ปีที่แล้ว +1

      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

    • @alexanderalikin1210
      @alexanderalikin1210 3 ปีที่แล้ว +1

      @@BigChiken44 what is the command for that?

    • @kerrybaldino8826
      @kerrybaldino8826 3 ปีที่แล้ว

      @@BigChiken44 Good to know! Will test that out

  • @The3eka
    @The3eka 2 ปีที่แล้ว

    16:28 blue car, down left. Some random reflection, next to plates. That happens almost always. Why's that?

  • @Demnus
    @Demnus 3 ปีที่แล้ว +3

    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?

    • @ZacDonald
      @ZacDonald 3 ปีที่แล้ว

      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.

    • @spacepirate9882
      @spacepirate9882 3 ปีที่แล้ว

      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.

    • @MPRX87
      @MPRX87 3 ปีที่แล้ว

      As others have said, Lumen is aimed for 60fps on high end PCs and 30fps for consoles/mid-end PCs.

    • @ricbattaglia6976
      @ricbattaglia6976 ปีที่แล้ว

      ​@@ZacDonald Which is the best GPU and CPU per Lumen realtime high quality rendering at 30 or 60 Fps more or less? Thanks!

  • @russelrenznerosa8969
    @russelrenznerosa8969 2 ปีที่แล้ว

    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.

  • @srosenow98
    @srosenow98 2 ปีที่แล้ว

    What are the steps necessary to add emissive properties to materials? This video did not cover that.

  • @Eternal_23
    @Eternal_23 3 ปีที่แล้ว +2

    Thank you guys for lumen

  • @sams_3d_stuff
    @sams_3d_stuff 3 ปีที่แล้ว +3

    Lumen is amazing!

  • @LuminousLabs
    @LuminousLabs 3 ปีที่แล้ว

    Will translucency be supported at launch for Lumen?

  • @iehudim
    @iehudim 3 ปีที่แล้ว

    Salute from southern Brasil !

  • @riccardofoschi
    @riccardofoschi 3 ปีที่แล้ว

    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
      @ChaojianZhang 3 ปีที่แล้ว

      Good question: 20:40

    • @riccardofoschi
      @riccardofoschi 3 ปีที่แล้ว

      @@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)

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว +1

      @@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😂

    • @riccardofoschi
      @riccardofoschi 3 ปีที่แล้ว

      @@ChaojianZhang oh! Sorry :D I've just remembered I've used the negative time, (my youtube app shows it like that)

  • @ilikecutepeople
    @ilikecutepeople 3 ปีที่แล้ว

    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.

  • @SimonBuchanNz
    @SimonBuchanNz 3 ปีที่แล้ว +3

    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?

    • @thechronicgrump3906
      @thechronicgrump3906 3 ปีที่แล้ว +2

      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

    • @notbillymays
      @notbillymays 3 ปีที่แล้ว

      @@thechronicgrump3906 it's likely that they are using a newer build

    • @MPRX87
      @MPRX87 3 ปีที่แล้ว

      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.

  • @LivingTheDream77
    @LivingTheDream77 3 ปีที่แล้ว +1

    we need ue5 asap, its been 1.5 years since the reveal.

  • @shivakrishnan8236
    @shivakrishnan8236 2 ปีที่แล้ว

    In 2:47 , the blue barrel color is being posted on the Column/Pillar, How do i stop that from happening

  • @joseph.cotter
    @joseph.cotter 3 ปีที่แล้ว

    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?

  • @luminegamedev6875
    @luminegamedev6875 2 ปีที่แล้ว

    Paulo Souza is always best at presenting

  • @m0rph3u5.
    @m0rph3u5. 6 หลายเดือนก่อน

    Great Video, especially @13:19 onwards

  • @Bob3D2000
    @Bob3D2000 3 ปีที่แล้ว +1

    That was excellent, thank you. :D

  • @LeoChou
    @LeoChou 2 ปีที่แล้ว

    16:08 is good blueprint tutorial for sun rotate!

  • @j2only007
    @j2only007 3 ปีที่แล้ว

    What about transperancy improvements for single skeleton mesh or static mesh with multiple sub objects occluded with eachother?

  • @irecordwithaphone1856
    @irecordwithaphone1856 3 ปีที่แล้ว +1

    This is incredible

  • @cg.man_aka_kevin
    @cg.man_aka_kevin 2 ปีที่แล้ว +1

    But now, has UE5 been released stable or is it still early access?

  • @Sivxgamer
    @Sivxgamer 3 ปีที่แล้ว +1

    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?

  • @isaiahnedd434
    @isaiahnedd434 2 ปีที่แล้ว

    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

  • @aresaurelian
    @aresaurelian 3 ปีที่แล้ว

    Good presentation. I approve. Thank you.

  • @peterallely5417
    @peterallely5417 2 ปีที่แล้ว

    How can I fix meshes that are black in the lumen scene and/or yellow/magenta in the Lumen surface cache?

  • @singh-wz4ql
    @singh-wz4ql 3 ปีที่แล้ว +1

    is there any way to increase the distance of gi beyond 200m ??

  • @Ebb0Productions
    @Ebb0Productions 3 ปีที่แล้ว +2

    Does it work for VR?

  • @xChikyx
    @xChikyx ปีที่แล้ว +1

    What kind of GPU do i need to work with this with no issues?

  • @Karlettto89
    @Karlettto89 3 ปีที่แล้ว +3

    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!

    • @spacepirate9882
      @spacepirate9882 3 ปีที่แล้ว +5

      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)

    • @Karlettto89
      @Karlettto89 3 ปีที่แล้ว

      @@spacepirate9882 OOoooh! That is a great answer! Thank you! Gotta get used to the new terminology :) Thank you again!

  • @jiantangdong2118
    @jiantangdong2118 3 ปีที่แล้ว

    How to open the SurfaceCache Atlas debug view at 8:32 ?

  • @Turgineer
    @Turgineer 2 ปีที่แล้ว

    The optimization brought by Unreal Engine 5 is great.

  • @antongranik
    @antongranik 3 ปีที่แล้ว

    Is that possible to remove flickering in the top corner of the room at 20:23?

  • @Morso.mertal
    @Morso.mertal 3 ปีที่แล้ว +1

    really awsome ☝️☝️😎👍👍👍

  • @joelbalyeat1476
    @joelbalyeat1476 3 ปีที่แล้ว +1

    Totally sick!

  • @Native_Creation
    @Native_Creation 3 ปีที่แล้ว

    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?

  • @CHITUS
    @CHITUS 3 ปีที่แล้ว

    Emissive materials acting as lights without building lighting? What a time to be alive

  • @andyward8430
    @andyward8430 3 ปีที่แล้ว +1

    So will lumen be less expensive in general than ray traced GI?

  • @avicohen2k
    @avicohen2k 3 ปีที่แล้ว

    Hmm, better then most tutorials and webinars so far!

  • @thechronicgrump3906
    @thechronicgrump3906 3 ปีที่แล้ว +3

    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

    • @ticktockworld5895
      @ticktockworld5895 3 ปีที่แล้ว +2

      Gpu only , works gud for rtx 3060 Ti series , unable to perform well with gtx 1070 .

    • @kolt5511
      @kolt5511 3 ปีที่แล้ว +1

      @@ticktockworld5895But then it defeats the whole purpose of lumen since RTXGI is already much better

    • @bltzcstrnx
      @bltzcstrnx 3 ปีที่แล้ว

      @@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.

  • @kamikaxedashinigami4937
    @kamikaxedashinigami4937 3 ปีที่แล้ว

    I wanna make a cod ghosts reboot set in the mw2k19 world when this fully drops

  • @patrickunderwood2630
    @patrickunderwood2630 3 ปีที่แล้ว

    The future is bright!

  • @georgeneverland896
    @georgeneverland896 3 ปีที่แล้ว

    UE5 will introuduce translucent materials?

  • @PedroRamos-bb8rq
    @PedroRamos-bb8rq 3 ปีที่แล้ว +3

    You still haven't addressed the issues it has when it comes to translucency. Are those just going to always be there?

    • @bradleymcwilliams3139
      @bradleymcwilliams3139 3 ปีที่แล้ว

      They're aware of that and are working on it.

    • @Extrone
      @Extrone 3 ปีที่แล้ว

      It's still Early Access. Most of these stuff will be fixed in the Final Release.

  • @lolmao500
    @lolmao500 3 ปีที่แล้ว +2

    Can we get lumen in UE5 VR?

  • @JaySingh-ju9fd
    @JaySingh-ju9fd 2 ปีที่แล้ว

    After lumen ,don't we need unwrapping in max now?

  • @waltage
    @waltage 3 ปีที่แล้ว

    what about precise occlusion and shading of actors?

  • @雪鷹魚英語培訓的領航
    @雪鷹魚英語培訓的領航 3 ปีที่แล้ว +1

    The new UI for UE looks a lot more modern.

  • @BudgethouseSls
    @BudgethouseSls 3 ปีที่แล้ว +1

    My processor is 100% working when UE is starting and running.. what should i do.. i have default setting. Gpu is not running

    • @Eroktic
      @Eroktic 3 ปีที่แล้ว +1

      that is a good thing. It means it is optimized for its full potential.

    • @BudgethouseSls
      @BudgethouseSls 3 ปีที่แล้ว

      @@Eroktic thank you

    • @ErvinJesse
      @ErvinJesse 3 ปีที่แล้ว

      The engine is probably compiling shaders, which might take a while when you open a new project

  • @flxp
    @flxp 3 ปีที่แล้ว +6

    When are you gonna add the Eye Floaties, I need real realism

  • @Ocelot2009
    @Ocelot2009 3 ปีที่แล้ว +1

    Can my GTX 1650 run it properly?

  • @hanyanglee9018
    @hanyanglee9018 3 ปีที่แล้ว

    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?

  • @seehr
    @seehr 2 ปีที่แล้ว

    I'm glad I saw this video.

  • @tonycstech
    @tonycstech 3 ปีที่แล้ว

    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

  • @mariothoughts
    @mariothoughts 3 ปีที่แล้ว

    Indirect lighting is great