Unreal Engine 5.4 Lumen vs Path Tracing
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- čas přidán 26. 04. 2024
- Unreal Engine 5.4 Lumen vs Path Tracing
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Lumen really gettin there
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Something if you do this kind of comparison again you could do is overlay the images with a difference blending layer on. Seeing exact difference not seen by the naked eye can be telling.
Good news! I love Lumen for its speed. However, I find that even Unreal Engine's path tracer is not as sophisticated and lacks many details compared to higher-end path tracers like Octane or Indigo, but it is really really really fast.
I think it is not a good test. the scene clearly in both looks almost the same because it is not a scene that depends much on light bounces or materials, but lumen in glass or sss or trees and global illumination (it is pretty bad, if not more to say very bad) only serves for video games. the result is not realistic.
but patchtracing is way ahead in everything. that's my humble opinion.
Apart from the RTX 4090, what are the RAM, CPU specs that yielded those render times?
same lumen hardware best option , but the render time is really really good
Getting that quality at that speed is INSANE
Another great video!
Thanks again!
thanks for your time
Awesome video, although I think you're having issues with the screen tracing because it's picking up objects that lumen isn't (hint why some objects are missing in the lumen only scene). Look at the lumen view, and you'll be able to find the issue there; which you possibly have tried already, which would mean it's an issue with the asset(s).
nah i think one of the unreal devs commented on my twitter, for now screentraces will have this creeping reflection as a downside
You could have chosen sth. simpler and more challenging that point out the difference better between the two such as indirect lighting, refractions or caustics in a clean cornel box for example.
im not trying to compare in scenes i wouldnt really shoot on its pointless i want to show them in ones i do
@@Jsfilmz fair point.
What happened with the Ray reconstruction we saw in the demo?
i can only imagine how hard it is to keep up with unreal engine versions lol, they prolly had 5.3 ready then bam 5.4 lol
Can you make a comparison with NVIDIA Omniverse? Is it still worth using Nvidia omniverse?
sorry but no one noticed the shadow in the stairs or the ambient occlusion?
why you don't set max reflection bounces bigger number ?
for this scene it doesnt change anything
Sadly, it looks like Pathtracing is not worth the compute overhead.
honestly path tracing only seems to yield a 2% quality increase.... but its 60x slower.
take it to Blender and render in Cycle. Cycle X with some tweak is much faster than Epic Path Tracing and of course with great quality. I really like UE for Lumen only. Otherwise I would love to render it Blender Cycle.
cycles also allow multigpu i tried it with 8 rtxa6000 but blender dont have metahuman
reflections in real life are so fk blurry that having perfect reflection, makes it look like a video game/cg..... cgi look "no bueno"
Well this is bullshit since reflections in real life can be very very sharp.
@@ThomvanVliet true-but perfect in cgi = fake
@@chelo111 Only if there are other issues in the lighting and materials.
The scenes you chose are very bad comparisons. You praise the scenes that give results similar to Lumen and PT, but lumen does not give as good results as expected.
the point of my tests are using scenes i actually make movies like i mentioned in the video all scenes are different but in this particular case no way i would render path.
@@Jsfilmz I see them trying to look like they are very close to each other. Lumen is not a high-end light processing tool. In fact, it is the worst lighting calculator in professional life. Path tracing doesn't even come close
almost no diffrence - looks like path tracing is kinda useless vs lumen now, dammmmm :D
in some scenarios yea
@@Jsfilmz is there any reason to use rtx or ptx vs lumen in games ? for me it looks like the diffrence between those 3 is so small that in most scenarios will take over other two in games anyway + its much easier to use and implement into the game - 1 button vs week of implementing raytracing what do u think ?
No need for garbage path tracing its sacrificing the native resolution fps anyway greedia fail in my opion overpaying us with the so called tech