Note that since this seems to be using hardware accelerated raytracing, it only works on GPUs that support it. So for Nvidia it's RTX 20 series or later, for AMD it's RX 6000 series or later, for Intel it's any Intel Arc GPU (no integrated GPUs). The time it takes to complete will differ a lot based on your GPU model.
can anyone recommend somewhere to start with baked lighting workflows? It's just that unreal has so many lighting settings with realtime etc, there's probably just a bunch of correct boxes to be ticked correctly before doing light baking? Mainly just confused on how to get global illumination etc, without lumen
1.can the light coming from lumen gi be baked? 2.If u choose this approach u can't use lumen right? or could u use lumen outdoors and baked light for indoors. How would u use both in a project?
if I have a GTX GPU does that mean the only way to bake lighting I have is a basic lightmass that works only with CPU? And it is while in *nity you can use any GTX card to bake lighting with GPU?
Hello, this version of gpu lightmass that comes in the plugins folder works only for RTX gpus, so your only option is either the build lighting that comes with unreal or you can use Luoshuang’s gpu lightmaps which is technically the same as the one demonstrated in the video bas has support for older GPUs. But watch some tutorials on how to set it up since it is not a native plugin
great video can u pls make a video where u explain the best way to optimize the game inside the editor and if the fps lets say in game is avg 26 to 34 does it mean that the final game will be some where around that ? also thanks for your videos man they helped a lot !!
@@FlockersDesign well bro u seem to have knowledge about unreal so pls bare with me cause im still new I have about 40 50 fps with textures in 2k basically and i have almost 4k object in my game and the scalability settings set to epic and i think i have ray tracing on i have only 3060 12gb vram my question is When i build the final version of the game lets say in editor is 50fps and on the final version i will have a graphic settings . Will lowering settings on the final version help ? Like i know my rig cant play all games on 2k resolution with high settings but im aiming for 1080 60fps since the majority of gamers tends to like it . Also sry for this page of history book idk how to explain my thoughts any less 😂. Thnx for replying before and hope evrey one have great day!!
@@One1ye19 first of all always make builds in between development because some things may act different in a build version then in editor Second if you have a graphic's settings menu yes this will help with preformance But if you already have poor preformance with a 3060 what do you think haplends to people with older cards this is also somthing to need to think about You always want to aim for a stable 60 and above And this is just a start of it there is so mutch more you need to do
@@FlockersDesign okay makes sense so heres the thing i just designed the level and some of the landscap and i only have about 6 lights Why am i having so much loss of performance like i did the light complexity stuff and lowering textures but the performance doesnt seem to go higher (only by 4 fps or so ) and how do i know if ray tracing is enabled or not cause i think its the problem bcz even with very optimized games when i try to enable ray tracing most of the games do not respond very well And if u know any tips for optimizing it will help a lot Thanks again man..
Your tutorials are great, could you teach how a zombie AI could grab the character with animations and bite or the player could let go of them by pressing a button? Thanks!
I'm struggling with baking lights on my scene because it turn black after bake no matter what I do and In your tutorial on how to fix that you said to use MOVABLE lights, but here you say to use only STATIC or STATIONARY lights, I don't understand...
The more VRAM the quicker it will be yeah, for context I am using a 24GB 3090 card. I'm not 100% sure on the limitations and requirements though, it doesn't seem to be documented anywhere
does this mean that the lights can be deleted (to save performance) once they have been baked into the scene? or am i completely mis-understanding this? Also: i notice that when Realtime is off my fps is 117, when its on fps is 35 to 40. does this mean the fps will be 40 when i package the game?
Technically if they're baked, they're basically just textures at that point. I'm pretty sure you can delete them at that point. The FPS during the light build shouldn't have an effect, the FPS after the build is more reflective of the real performance
It can be a little buggy sometimes, but I've not had an issue like that before. I'd say to double check that all your lights are set to either static or stationary, and the meshes have valid lightmap UVs
Typical Unreal 5.4.4. I did everything and when it's time to click the Build Lighting, it's inactive with some explanation in ancient Hebrew-Greek: “GPU Lightmass requires hardware ray tracing which is disabled by some of your project settings (an incompatible shader platform (e.g., ES3.1) is enabled and active, or disabled on your current target platform).” And I just activated that Hardware Ray Tracing! So GPU Lightmass is useless. Back to square one 😒
No, I didn't Everything always works perfectly in a tutorial but hardly never when it's time to use it in the real world. Also, the comment section should be for support, critiques and ideas or at least have a filter for different comment types. It really doesn't help to scroll all the way down just to see the nonsensical generic "Omg thank you!" "Best" "make tutorial about... pliizz"
Note that since this seems to be using hardware accelerated raytracing, it only works on GPUs that support it. So for Nvidia it's RTX 20 series or later, for AMD it's RX 6000 series or later, for Intel it's any Intel Arc GPU (no integrated GPUs). The time it takes to complete will differ a lot based on your GPU model.
For Apple Silicon it’s M3 Macs.
so i can bake lighting on amd 7800xt if i buy one ? but it will be 3-4 times slower. did I understand you correctly?
is it a requirement only during the baking process??
A great no nonsense tutorial
This is the video we needed - Thank you! A weeks worth of headache is now over. :)
Awesome tutorial! Thank you so much for this :D
Bro I really needed this tutorial u helped me alot
Happy to help!
@@MattAspland Man, I really wnt a detailed tutorial about illumination in unreal. That tutorial was awesome.
I needed this
On my project Dynamic Global Illumination is grayed out D: How can I change it?
can anyone recommend somewhere to start with baked lighting workflows? It's just that unreal has so many lighting settings with realtime etc, there's probably just a bunch of correct boxes to be ticked correctly before doing light baking?
Mainly just confused on how to get global illumination etc, without lumen
hi. even if i change dynamic global to none and reflection to ... thes scene is stil dark after baking :(
gpu RTX 4070
dope video bro
The right way is to fix your lightmaps and texel density issues, regardless of what baker you're using.
Nice short cut!
Thanks!
does anyone know how to make a plank function for a fitness game
1.can the light coming from lumen gi be baked?
2.If u choose this approach u can't use lumen right? or could u use lumen outdoors and baked light for indoors. How would u use both in a project?
It would be tricky because lumen is run per pixel (ie perspective-based) whereas lightmass is calculated globally.
Blue isnt always good. Somewhere between blue and green is normally ideal.
I did everything but the construction lighting option is not activated.
if I have a GTX GPU does that mean the only way to bake lighting I have is a basic lightmass that works only with CPU? And it is while in *nity you can use any GTX card to bake lighting with GPU?
good video thank you😎
Does this plugin work on NVIDIA GeForce GTX 1660 Ti? For some reason, it doesn't work for me. Does this plugin only support NVIDIA RTX?
Hello, this version of gpu lightmass that comes in the plugins folder works only for RTX gpus, so your only option is either the build lighting that comes with unreal or you can use Luoshuang’s gpu lightmaps which is technically the same as the one demonstrated in the video bas has support for older GPUs. But watch some tutorials on how to set it up since it is not a native plugin
great video
can u pls make a video where u explain the best way to optimize the game inside the editor and if the fps lets say in game is avg 26 to 34 does it mean that the final game will be some where around that ?
also thanks for your videos man they helped a lot !!
yesss please need that
Yes if you get this in the editor the buuld version will give the same ammount of fps of course depanding on the hardware
@@FlockersDesign well bro u seem to have knowledge about unreal so pls bare with me cause im still new
I have about 40 50 fps with textures in 2k basically and i have almost 4k object in my game and the scalability settings set to epic and i think i have ray tracing on i have only 3060 12gb vram my question is
When i build the final version of the game lets say in editor is 50fps and on the final version i will have a graphic settings . Will lowering settings on the final version help ? Like i know my rig cant play all games on 2k resolution with high settings but im aiming for 1080 60fps since the majority of gamers tends to like it .
Also sry for this page of history book idk how to explain my thoughts any less 😂.
Thnx for replying before and hope evrey one have great day!!
@@One1ye19 first of all always make builds in between development because some things may act different in a build version then in editor
Second if you have a graphic's settings menu yes this will help with preformance
But if you already have poor preformance with a 3060 what do you think haplends to people with older cards this is also somthing to need to think about
You always want to aim for a stable 60 and above
And this is just a start of it there is so mutch more you need to do
@@FlockersDesign okay makes sense
so heres the thing i just designed the level and some of the landscap and i only have about 6 lights
Why am i having so much loss of performance like i did the light complexity stuff and lowering textures but the performance doesnt seem to go higher (only by 4 fps or so ) and how do i know if ray tracing is enabled or not cause i think its the problem bcz even with very optimized games when i try to enable ray tracing most of the games do not respond very well
And if u know any tips for optimizing it will help a lot
Thanks again man..
Hey thanks for the tutorial! It works great, but is there a way to make it cast shadows with dynamic objects (like a player)?
does this work with lumen??
Your tutorials are great, could you teach how a zombie AI could grab the character with animations and bite or the player could let go of them by pressing a button? Thanks!
I'm struggling with baking lights on my scene because it turn black after bake no matter what I do and In your tutorial on how to fix that you said to use MOVABLE lights, but here you say to use only STATIC or STATIONARY lights, I don't understand...
Video Idea
How about a video on color blindness and other options for the player with disabilities?
Just greyscale and controller support?
Any chance you happen to know how to put together a semi-realistic Disc (frisbee) throwing physics mechanic?
is the gpu lightmass break in UE5.3.2, cause it keeps crashing. : (
What about VRAM limitations? I guess you can use GPU Lightmass only 16+ gb VRAM.
The more VRAM the quicker it will be yeah, for context I am using a 24GB 3090 card. I'm not 100% sure on the limitations and requirements though, it doesn't seem to be documented anywhere
Yo bro how do I make meshes unload when the player is a certain distance away then load back when closer
I have RTX 4090 but GPU Lightmass said "requires hardware ray tracing which isn't supported by your GPU", any solution?
Did you manage to fix it?
Same
amazing
awesome.
does this mean that the lights can be deleted (to save performance) once they have been baked into the scene? or am i completely mis-understanding this?
Also: i notice that when Realtime is off my fps is 117, when its on fps is 35 to 40. does this mean the fps will be 40 when i package the game?
Technically if they're baked, they're basically just textures at that point. I'm pretty sure you can delete them at that point.
The FPS during the light build shouldn't have an effect, the FPS after the build is more reflective of the real performance
hello can you show as how to make a performance mode like fortnite?
hello thanks for your video ! is this possible to use lumen with baking map ?
Sorry for the noob question but Im trying to build for VR and baked lighting seems to be he way for now. But does GPU Lightmass work with Nanite?
It does indeed
For some reason it doesn't build all of the scene for me, only some of it. Guess I'll stick to default light building for now until they improve it
It can be a little buggy sometimes, but I've not had an issue like that before. I'd say to double check that all your lights are set to either static or stationary, and the meshes have valid lightmap UVs
In the GPU Lightmass tab, check if you have the mode set on "Full Bake" and not "Bake what You see"
GTX 1650 isn't work with this plugin :c
does this work with ue4 too? if not can u make a vid or something on it
It does yep, you'll just need to enable the plugin for it
@@MattAspland Ok
you need a RTX to use this
not possible, GT 1030 🙂
Typical Unreal 5.4.4. I did everything and when it's time to click the Build Lighting, it's inactive with some explanation in ancient Hebrew-Greek:
“GPU Lightmass requires hardware ray tracing which is disabled by some of your project settings (an incompatible shader platform (e.g., ES3.1) is enabled and active, or disabled on your current target platform).”
And I just activated that Hardware Ray Tracing!
So GPU Lightmass is useless. Back to square one 😒
Did you later solve this?
No, I didn't Everything always works perfectly in a tutorial but hardly never when it's time to use it in the real world.
Also, the comment section should be for support, critiques and ideas or at least have a filter for different comment types. It really doesn't help to scroll all the way down just to see the nonsensical generic "Omg thank you!" "Best" "make tutorial about... pliizz"