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Initial results are not playing around for megalights in UE5.5 preview! Dev build everything default. 13ms with megalights off 6ms when on. On a GTX 4090 Some artifacting, but I think less so than lumen? Might be as good as they say O.O, needs more profiling. #unrealengine

48,006 views • 1 year ago •via X (Twitter)

10 Comments

chriszuko's profile picture
chriszuko1 year ago

I don't know how much of this is virtual shadow maps or already is an issue with virtual shadow maps.. but for 1.. it relies heavily on Temporal AA or TSR left is on. Right is off.

chriszuko's profile picture
chriszuko1 year ago

It also produces some realllllly strange artifacts noticable when moving around. TSR off shows the grossness in detail.

chriszuko's profile picture
chriszuko1 year ago

Realized screen percentage was NOT 100 by default because.. that's the new norm these days, which is just.. ugh.. everything relies on TSR upscaling now, regardless even higher res you can see artifacting. No TSR 100% res on the left TSR On 100% res on the right

chriszuko's profile picture
chriszuko1 year ago

It seems like this could be a huge win for a lot of scenes.. since everything expects TSR on these days.. :P I'm torn.. but skeptically excited to see it evolve! Finally feels like we might have a proper lighting solution to dynamic scenes!!

Vladimir Cazacu | 𝕧𝕠𝕝𝕠𝕕▿'s profile picture
Vladimir Cazacu | 𝕧𝕠𝕝𝕠𝕕▿1 year ago

I've just played around with this. Traces are done at half-res by default. You can increase the number of samples via a cvar and disable TSR. Limitations so far seem to be: Lack of WPO support No Directional Light support Occlusion/Disocclusion artifacts Noise + moire

chriszuko's profile picture
chriszuko1 year ago

Cool yea this is good info! Thanks!!

res0lve | Wishlist EVOTACTICS's profile picture
res0lve | Wishlist EVOTACTICS1 year ago

In my tests on my GTX1080 the shadows were looking really odd while in motion (smearing and just weird oddities), but the performance gains are insane. 2x or more FPS with it on.

chriszuko's profile picture
chriszuko1 year ago

Yea this is the case for me too, it's like some weird cuboid artifacts when it's building shadows haha.

Dream Walker's profile picture
Dream Walker1 year ago

Curious about details... Is GPU heavy? CPU,memory tax? How does it scale based on resolution (i.e same scene 1080p vs 1440/4k) +Upsclaers effect (TSR, FSR, DLSS) Does it have a flat perf cost when on? Like is it still better for a scene with 5 lights? How scalable? max limits?

chriszuko's profile picture
chriszuko1 year ago

It seems to gather the lights it can currently see, so it should only be as expensive as the lights in the current view. Doesn't appear to have a base overhead. Scales just fine with resolution sizes. Tested with TSR on and off. it really isn't great with TSR or TAA off imo.

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