Black Myth Wukong - Full Ray Tracing VS Lumen - Is There a Difference?

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  • Опубликовано: 2 дек 2024

Комментарии • 835

  • @Lil.Lon3Ly
    @Lil.Lon3Ly 3 месяца назад +405

    This game needs the option for removing the sharpening effect

    • @TerraWare
      @TerraWare  3 месяца назад +25

      yes

    • @i3l4ckskillzz79
      @i3l4ckskillzz79 3 месяца назад +3

      Hell yeah it does need that

    • @matuzaato
      @matuzaato 3 месяца назад +24

      For what I understand there's a solid mod for that

    • @MrUchiha
      @MrUchiha 3 месяца назад +31

      @@matuzaato People should not be needed to download an external mod just to lessen the sharpness of the a game..

    • @suparibhau
      @suparibhau 3 месяца назад +61

      @@MrUchiha nobody said they shouldn't add one. He just offered a quick solution

  • @greyraven9164
    @greyraven9164 3 месяца назад +288

    You didnt lose 25fps in the first example, you lost 25 generated frames.... testing should be done with frame gen off.

    • @VACcine710
      @VACcine710 3 месяца назад +14

      Exactly.

    • @luisdavidrivero1776
      @luisdavidrivero1776 3 месяца назад +23

      Why? If the technology is there? Who plays with RT whitout framegen jajajaja.

    • @salehhajyounes4370
      @salehhajyounes4370 3 месяца назад +42

      @@luisdavidrivero1776
      The technology is ok for single player games that don't require fast reflex and timing. Any game that is PVP comp, single player fast paced reflex dependent, or a case where u have low frames like 40 ish.... Frame gen is not for you as it adds latency, and require base framerate of at least 50 preferably 60 to work good enough. It's the lamest most situational tech we saw in the last few years. Compared to say DLSS or ray reconstruction

    • @Ieokk
      @Ieokk 3 месяца назад +20

      @@luisdavidrivero1776 you should not comment on subjects you don't understand bro

    • @luisdavidrivero1776
      @luisdavidrivero1776 3 месяца назад +1

      @@Ieokk What don't I understand? Illustrate it to me, computer genius, I am waiting for you to explain it to me. JAJAJAJAJA

  • @vincentz2390
    @vincentz2390 3 месяца назад +100

    The devs mentioned that they developed the artistic feel of the game with Lumen and then RT is added afterwards with help from NVIDIA. So it is possible that the more saturated image with Luman is the intended effect from the devs.

    • @runoncortisol
      @runoncortisol 3 месяца назад

      @@vincentz2390 oh puh-lease then why does the default forced sharpening look so bad and sometimes dynamic shadows look blocky af and flicker super bad

    • @Shiv0r
      @Shiv0r 3 месяца назад

      @@runoncortisol Because it has nothing to do with Lumen. Lumen is a global illumination solution. They using for shadows the same old tech what unreal and other games used in the past years called cascade shadows.

    • @jermygod
      @jermygod 2 месяца назад

      @@runoncortisol because that's what lumens do. it can't be fixed

    • @DarkerCry
      @DarkerCry 2 месяца назад +11

      I personally like the atmosphere in the Lumen examples more, as much as RTX does add detail into the shadows I think the drama is really lost as a result.

    • @DarkerCry
      @DarkerCry 2 месяца назад

      @@runoncortisol The flickering from the shadow is likely due to some resolution issues. I'm not too familiar with Lumen but it's likely something the devs couldn't help.
      Not sure about sharpening, could be they thought it looked better if the aliasing softened things too much.

  • @SixSioux
    @SixSioux 3 месяца назад +109

    I took a shot of Vodka at every "don't get me wrong" and I woke up at the hospital thank you

    • @hadeseye2297
      @hadeseye2297 2 месяца назад +1

      I did the same with solution.

    • @ryreyraph
      @ryreyraph Месяц назад +1

      @@SixSioux bro said it so much that I got him wrong

    • @SixSioux
      @SixSioux Месяц назад

      @@ryreyraph 😂

  • @FireF1y644
    @FireF1y644 3 месяца назад +15

    Lumen doesn't do shadows. The shadow technology is called Virtual Shadow Maps, and they can look very sharp, almost like RT shadows. But then the cost is too high. It seems that developers turned up shadow LOD bias significantly and lowered some other parameters so it performs better.

    • @TerraWare
      @TerraWare  3 месяца назад +2

      @FireF1y644 yup I know that now. Thanks

  • @TorQueMoD
    @TorQueMoD 3 месяца назад +9

    Great video, but I totally disagree that the Nvidia looks better with Global illumination. It's basically like you turned on full-bright. There's no contrast in the scene and it takes out all of the color and over blooms the light when you transition into the more lit area to the right of the Buddha statue. The haze is from Lumen lighting the volumetric fog. It's supposed to be there. Also the screen space reflections doesn't make much sense to me because with Lumen you can get traced reflections as well. It seems like a setting the devs chose. Oh, also the flickering effect in the shadows is something that the devs could have tweaked in UE5.3 and it's got even more control in 5.4. My guess is they're using an earlier version because they were so close to release. It might get patched in the future. It actually has to do with how UE5 implements their Anti Aliasing. Basically the AA implementation in UE sucks. You either get a lot of smearing and artifacts with TAA,/TSR or you get really bad bluring with FAA. There's really no built in solution yet that I'm aware of. There is a shadow cascade option in the engine that determines the distance at which shadows drop to a different LOD. It's strange how close it seems to be set in this game but it's likely because of all the other rendering costs.

  • @damazywlodarczyk
    @damazywlodarczyk 3 месяца назад +162

    Lumen tree shadows are way worse but paradoxically they look more realistic. You just don't see sharp shadows in real life.

    • @factreal6591
      @factreal6591 3 месяца назад +7

      That's not true, if true is just 10 feet long then you see it clear, it true more higher than shadows like blurring you can check it in real life. but in this particularly that place the tree was not that high. its around 10f or less.

    • @IcaniCorrono
      @IcaniCorrono 3 месяца назад +2

      Where do youlive man? This is not true, please consider a glass prescription. Light is properly represented with path tracing. You may argue that some leaves are not uniform and they let pass part of the light or scattered it on the edge let to a small softer shadow. But this is a material modelling and too extreme to handle. Neverthelss, in real life you do not have a unique piece of shadow without smaller or sharp point.

    • @damazywlodarczyk
      @damazywlodarczyk 3 месяца назад +16

      @@IcaniCorrono Where do you live? On mars? Leaves shadows look like lumen shadows, not like path tracing. Don't be absurd.

    • @Augusto9588
      @Augusto9588 3 месяца назад

      @@damazywlodarczyk Go out and touch grass? I am looking at a tree in my backyard right now while i type this and its shadows look WAY more similar to the RT one
      Just google "picture of shadows of a tree" and you'll see.

    • @soulsbourne
      @soulsbourne 3 месяца назад +2

      3:07 ... The thing I love most about Ray Tracing is the ray traced POP IN 10 meters from player , present on a 2000$ rtx 4090 with 600$ 7800x3d CPU system. It's so immersive, that I love to enable it just to get that sudden jump scare .I love it. (Witcher 3 looks better without Ray tracing for the same reason)

  • @soumitrasarkar
    @soumitrasarkar 3 месяца назад +206

    "Lost about 25 FPS, again, the difference is not that big". Bruv. That's 20% loss in FPS. What are you talking about? Using the same specs and same exact game settings but on a 4k monitor, I am achieving 110 FPS (Lumen) and 70 FPS (Very High RT). On a high refresh rate monitor that makes a huge difference.

    • @brunocerny
      @brunocerny 3 месяца назад +26

      Yes and also while using dlss and FG which absolutely tells nothing about the change of performance.
      Turn that off and then see the real difference, maybe it would be even 50%

    • @bingbongwingwong
      @bingbongwingwong 3 месяца назад +1

      Not the best at math

    • @DBTHEPLUG
      @DBTHEPLUG 3 месяца назад

      Who cares. DLSS + FG is the real performance, as that's how I perceive it on my screen and while playing the game.​@@brunocerny

    • @f2o.f2o
      @f2o.f2o 3 месяца назад +4

      he's talking about graphics differences

    • @DBTHEPLUG
      @DBTHEPLUG 3 месяца назад +8

      @@soumitrasarkar Stop bitching

  • @syncmonism
    @syncmonism 3 месяца назад +64

    Lumen without any hardware RT seems to be worth using even on a lot of Nvidia graphics cards, given how much performance it saves you. Of course, it's likely to be a much better choice than running hardware RT if you're running an AMD GPU.
    And, of course, technically, Lumen can be worth using in some UE5 games even on a 1080 ti or Titan XP, which obviously don't have the option to run hardware RT anyway. It's pretty amazing that actually nice looking ray tracing can run on an 8 year old graphics card.

    • @eduardmc
      @eduardmc 3 месяца назад +7

      Personally even having a 4090 im playing without RT. So much better experience cause it eliminate the stutter and i can adjust dlss to quality, removing the sharp looking effect dlss give at perfomance . Getting around 100fps at 4k and still think this is the best looking game i’ve played. Chapter 2 was just simply amazing with RTX HDR

    • @or1on89
      @or1on89 3 месяца назад +5

      Lumen is still RT...the difference with Nvidia is that Nvidia Full RT uses path tracing tailored only to Nvidia 4000 series high end cards. Which honestly it's bad practice...

    • @StudioFocus-hh7dx
      @StudioFocus-hh7dx 3 месяца назад +1

      @@or1on89 how is it a bad practice when NVIDIA 40 series is are the only cards that can do pathtracing lmao

    • @42ndMoose
      @42ndMoose 3 месяца назад

      @@StudioFocus-hh7dx that's exactly why it's bad practice. other cards could handle it, but nvidia makes it exclusive only to 40 series

    • @khangvinh4656
      @khangvinh4656 3 месяца назад +3

      @@StudioFocus-hh7dx The 4000 cards aren’t the only GPU capable of Path Tracing technically. The software is optimized for their cards but both AMD and Intel cards are still capable of doing so.

  • @guldanhamtaro
    @guldanhamtaro 2 месяца назад +7

    The best way to tell if raytracing is on is if the fps drops very low, really low.

  • @pixel1145
    @pixel1145 3 месяца назад +42

    If I'm not mistaken, the version they used is UE 5.0, so, because at the time UE didn't support Nanite for vegetation they had to disable VSM and use standard Cascade SM, this is why you see the resolution changing with the distance. They also use Lumen only with Signed Distance Field and not with Proxy Meshes, plus, Lumen improved a lot since 5.0, both in performance and quality, same goes for reflections. I don't know how the difference would compare between NVRTX and Lumen in 5.4. Usually you have a benefit when you have multiple light sources, but this game seems to just mostly relay on sunlight, so shadows and GI should be pretty close in the last version. Too bad they didn't upgrade to 5.2 at least, but I understand it's not a small endeavor.

    • @TerraWare
      @TerraWare  3 месяца назад +3

      Yeah UE5 has improved quite a lot. I also notice there's some lower rea textures like rocks while others are higher res. Kind of unusual looking. Not sure it it's a creative choice.
      Would be nice if they could update to latest UE5 but I don't know much about what it takes to do that. What I'd like to know is if the NVRTX can be split into each RT effect be it's own settings and use Lumen lighting for ex and RT reflections and shadows instead of it all being lumped into one Full Ray Tracing setting.

    • @sirgareth5283
      @sirgareth5283 3 месяца назад +1

      Development is apart from 2018. so its hard or even impossible to upgrade to UE5.3 and more

    • @jagstax7746
      @jagstax7746 3 месяца назад

      Not true.. VSM works just needs to be turned on.

    • @Shiv0r
      @Shiv0r 3 месяца назад

      im pretty sure it does not matter that much cause even the current version has problems with VSM. VSM cache gets invalid if world position offset get used even tho you can deactivate world position offset on distance to save performance the performance hit is anyway still pretty huge.
      You would need a pretty different pipeline for vegetation which would involve world position offset textures to reduce the logic in the shader as much as possible.

    • @uros2909
      @uros2909 3 месяца назад

      Could they utilize UE5.4 if they release a new patch in a near future?

  • @AlphaHub13
    @AlphaHub13 3 месяца назад +33

    An update separating ray tracing and path tracing will be much appreciated by all the gamers 👍🏻

    • @TerraWare
      @TerraWare  3 месяца назад +2

      I'd like to see it if possible.

    • @steven9617
      @steven9617 2 месяца назад +1

      achieving path tracing quality at ray tracing performance cost would be appreciated

    • @AlphaHub13
      @AlphaHub13 2 месяца назад +2

      ​@@steven9617Well that can be possible if game science wants to,if "Nvidia" cares about gamers instead of a new RTX series and it's so called next gen benefits n bla bla

    • @steven9617
      @steven9617 2 месяца назад +1

      @@AlphaHub13 it's only gen benefit if Nvidia sells 4090 for the same price as 3090, but nah

  • @factreal6591
    @factreal6591 3 месяца назад +1

    This was superbly analyzed buddy, really appreciated and thank you for making this video in-depth analysis.

    • @TerraWare
      @TerraWare  3 месяца назад

      Thanks. It's a learning process.

  • @Cloudef
    @Cloudef 3 месяца назад +34

    Dude is talking about reflections, and here I am just looking at the caustics looking so damn good on rtx

    • @TerraWare
      @TerraWare  3 месяца назад +2

      To be fair I talked about them too and they do look really nice.

    • @damara2268
      @damara2268 2 месяца назад +5

      All I see is that the "full RT" mode was definitely not used while creating the world in terms of artistic vision but it was added as an afterthought. As a result, full RT mode makes the game lose a lot of artistic atmosphere.

    • @Healcraft
      @Healcraft 2 месяца назад +1

      sad part is those can be faked easily but they didnt bother for non 4090 owners...

    • @ffuukckguugle576
      @ffuukckguugle576 2 месяца назад

      @@damara2268 No it doesn't. I think you're just poor-coping

  • @K3rhos
    @K3rhos 2 месяца назад +2

    Performance tests should always be done in raw card performance to really compared the difference, no DLSS and no Frame Gen !
    So you can see the difference between Full RT raw perf vs Lumen raw perf, and then you can do a test with DLSS and frame gen if you want to see the performance improvements of the added tech !

  • @diggledoggledo
    @diggledoggledo 3 месяца назад +5

    The transition from shadow to light makes sense if you hike a lot in the real world. Your eyes take some time to adjust. Also it actually makes sense that shadows are dark - your eyes can only accomodate so much. I am sure they can patch in any of these missing features into UE5 at some time. It is good practice to include Lumen so that people can compare and complain so that maybe we get some feature parity.

    • @TheEllord33
      @TheEllord33 3 месяца назад +1

      Your eyes adjust? I though it was only on camera. Like, if you put the camera in a view with both indoor and outdoor at the same time, it will adjust just for one and the other will be too dark or too bright. With my eyes I see both at adequate lightning with no adjustment when steping outside or inside.

    • @diggledoggledo
      @diggledoggledo 3 месяца назад +1

      @@TheEllord33 I am unsure of your question. Of course eyes adjust from going from light to dark and vice versa. That’s the entire job of the pupils. As you transition from light to dark initially you will be unable to make out detail - the darker it is the more time it will take to adjust - ever hear of night blindness? The inverse is also true - if you go from very dark to light.
      Where are you coming up with adequate lighting - if you are hiking around outside under trees and then you find a cave or deep alcove you initially won’t be able to see well until your eyes adjust.
      I still am unsure if I am understanding your question.

    • @TheEllord33
      @TheEllord33 2 месяца назад

      @@diggledoggledo But the brain filter and the pupil is so fast that it's not noticeable. Going from bright to dark does't make me blind.
      Maybe for you having very constrasted environnement is realistic because that's how you see the world. For me, when I play Wukong, having the environnement visibility change when going to a tunnel is unrealistic. Another exemple is the absence of starbust light, for 33% of the population having astimatism it's unrealistic.
      Therefore "realistic" is relative.

  • @Sweenus987
    @Sweenus987 3 месяца назад +73

    I prefer how Lumen looks, darker areas that should be dark, are dark, the RT looks like there's way too much light in the scene

    •  3 месяца назад +5

      I agree

    • @fenixa2z936
      @fenixa2z936 3 месяца назад +17

      Eh. I like to be able to see the game.

    • @misob
      @misob 3 месяца назад +6

      yeah ... lumen seems more realistic here. I think the RT would look better if contrast and sharpness was turned down a bit

    • @TheyBenefit
      @TheyBenefit 3 месяца назад +2

      I agree except for the RT shadows. Shadows and infinite reflections always look great

    • @DBTHEPLUG
      @DBTHEPLUG 3 месяца назад +2

      ​@@fenixa2z936So you aren't able to see in real life?

  • @Shiv0r
    @Shiv0r 3 месяца назад +3

    The default shadows of the non RT example are bad cause they don‘t use the new tech virtual shadowmaps cause of the performance hit by world position offset objects such as vegetation moving etc. . This can cause a pretty huge hit in ms. They still using the old cascade shadows tech. Virtual Shadow maps would have similiar details like the RT version which you showed.

  • @silvio351
    @silvio351 3 месяца назад +25

    Pathtracing is pretty heavy to run, we peasant gamers can't afford 1000$ cards, it's not worth it at the moment, fortunately Lumen looks really good and I'm happy it's at least a solid alternative.

    • @Richdadful
      @Richdadful 3 месяца назад +9

      1000$ GPU it self is a mockery. Its only due to crypto mining prices of gaming GPU rose so high.

    • @OmnianMIU
      @OmnianMIU 3 месяца назад +2

      Ok AMDemential. Even a rtx 4060 can run path tracing 🤡

    • @maldosogamer
      @maldosogamer 3 месяца назад +7

      I'm playing this game with path tracing on an RTX 4060 TI 16GB using Hardware Unboxed's optimized settings. Yes it's heavy and I'm using frame generation, but it's a single player and I chose the breath taking visuals over 80+ FPS

    • @Ousmanovsky
      @Ousmanovsky 3 месяца назад +2

      @@maldosogamer I hear you, I have the same GPU on 1440p. As casual gamer, I preferred the overall feel of the game to the FPS, or supposed crazy high rez. I have full RT with an average of 72 FPS. I had to sacrifice super resolution to 50. And honestly I don't see the difference with the 75.

    • @paul1979uk2000
      @paul1979uk2000 3 месяца назад +5

      @@OmnianMIU At what cost thought? Seriously, to run ray tracing on more modest hardware, you have to make some big cuts in other areas to get a smooth frame rate.
      It's only when you spend big that you don't really have to compromise but even then, on many games you still have too but it's modest compared to more modest hardware.
      Ray tracing isn't worth it yet for most and I don't think it will be till the next gen consoles are out and once the hardware on the PC is far more affordable that developers can target it from the ground up and not slap it onto of games that were designed around baked lighting, which is what most of them do.
      From my experience under normal play conditions, you can get away without ray tracing in most cases apart from reflections on marble or glass surfaces, they look a lot better, but in every other area, the difference is a lot smaller and because of the performance hit, it's not really worth it yet.

  • @paul1979uk2000
    @paul1979uk2000 3 месяца назад +5

    Ray tracing is better but in normal play, the difference becomes far less noticeable to really care about it, especially when you consider the performance hit of ray tracing.
    Still, some would disagree with that like Alex at DF who seems to make it seem like ray tracing is like going from C64 visuals to the latest PC visuals lol.
    Honestly, when it comes to ray tracing, the real highlight for me is reflective surfaces like marble floors or glass, everything else is passable with normal baked lighting under normal play conditions.
    With that said, ray tracing is the future but I think the real game changer of that will be with the next gen consoles and once the hardware is cheap enough on PC that even low end gpu's can do it without having a heart attack, and for now, the performance hit and hardware needed is just too expensive to care about ray tracing for what is not really that big of a difference under normal play and I've tried a few times with ray tracing on with games but I usually end up switching it off with the exception of the odd game like Spider-Man that does look better with it on, but with most games, you can do without it, without it really taking much away from the game.

    • @skychaos87
      @skychaos87 3 месяца назад +2

      RT is overrated, its far from being mainstream. Like C64 to modern PC games, the limits of raster has not been fully reached. For RT to be mainstream, you'd need to have at least the mainstream GPUs like RTX xx60 and RX x600 models to be able to run RT games and max settings above 60fps minimum. And from there, newer generation of RT games will slowly increase the RT qualities like number of rays and bounces, better reflection, refraction and sub surface scattering. But that kind of future is probably decades away. We took almost 40 years from C64 to reach where we are today, the path of RT has barely just started.

  • @Jkend199
    @Jkend199 3 месяца назад +30

    Ray tracing looks great, no one is arguing it doesn't. The problem is that it requires a 4090... if you replace that 4090 (and the 7800X3D) with actually affordable alternatives (in other words, don't go with the money is no object setup, which is the reality for I dunno, 99% OF GAMERS) Ray tracing makes the games a slide show, Lumen does look worse but it doesn't cripple performance as much as Ray tracing. The real problem is that both are unplayable on anything other than a money is no object rig.

    • @sparda9060
      @sparda9060 3 месяца назад +1

      to me the only ray tracing that makes a big difference that is worth the frame rate hit is the shadows. it really brings out the image to life compared to the more brighter and HDR colors of RT global illumination and reflection. reflection is pretty minor tbh. Shadows is a big impact as you see it a lot throughout the game. The lighting can be compromised with ingame Lumen from UE5.

    • @SimplCup
      @SimplCup 3 месяца назад +2

      at 4k sure, but at lower resolutions something like 4060ti on medium ray-tracing 1080p can run it i'm sure. 4070 for 2k high rt probably.

    • @evrussia
      @evrussia 3 месяца назад +5

      What are you talking about, gentlemen? I'm playing the game on 4070 at 1440p at all max, rt-max, with dlss-quality-85 and a low-latency generator (on) at 70 fps in beauty. Dla\ dlss on UE5 work out perfectly as well as the frame generator. Shadows can be lowered by ultra, there will be no difference, but there will be another +5 fps. Actually, NV users have been playing games on ultra and rt-max for a long time in 1080p and 1440p even on medium maps (just not the heaviest version of the "path"). But in Wukong, the 4070 at max copes in 2k and with rt-path, unlike all Amd cards.

    • @Jkend199
      @Jkend199 3 месяца назад +2

      @@evrussia on a $600 USD GPU, with upscaling and frame gen, that was my whole point

    • @mbe9601
      @mbe9601 3 месяца назад +1

      @@Jkend199 dawg. full raytracing runs over 60fps fine on my 3080 on 1440p, it dosent require a 4090

  • @KoseChris
    @KoseChris 3 месяца назад +3

    very good comparison, i would also like to see developers include settings like amount of rays per pixel and amount of bounces.

    • @TerraWare
      @TerraWare  3 месяца назад

      Yeah that'd be nice. Someone will probably drop a mod.

  • @UltimateProGamer2024
    @UltimateProGamer2024 3 месяца назад +2

    Full ray tracing is just a dream for console gamers... Maybe the next generation of consoles might have this feature..

    • @ffuukckguugle576
      @ffuukckguugle576 2 месяца назад

      It looks so gorgeous with full RT. Console owners and brokies seethe and cope. "Duh, ray tracing isn't that important. Duh, lumen looks more realistic" lol Sad. Especially the "lumen looks more realistic" comment. Ultra cope right there.

  • @RainNoodle08
    @RainNoodle08 3 месяца назад +35

    as a game dev, lumen is definitely more realistic, the rtx in wukong doesn't have indirect lighting, look at 3:40 and how with lumen the whole place is filled with orange from the light bouncing of the cliffs, that is how it's supposed to be. Even if you can afford ray tracing in my opinion having realistic indirect lighting is much more important.

    • @TerraWare
      @TerraWare  3 месяца назад +9

      Lumen GI is way too dark, that's my biggest complaint otherwise it's great.

    • @aviatedviewssound4798
      @aviatedviewssound4798 3 месяца назад

      It's a known fact that RT doesn't support incoherent rays.

    • @danielkissgremsperger3242
      @danielkissgremsperger3242 3 месяца назад +1

      ​@@TerraWarewith proper hdr, it would be better

    • @DarkoP9.13
      @DarkoP9.13 3 месяца назад +2

      There is something extremely suspicious to me @3:58, that hut cant be properly lit/shadowed. (looks like it has a hole in roof with the RT)
      I think sometimes UE5 needs a restart to apply certain graphic options, and sometimes it simply bugs out.

    •  3 месяца назад +6

      I agree. Not only that, lumen in this case looks more aesthetically pleasing. Also, RT reflections look way too perfect and well defined whereas in real life they’re more distorted, especially when the water is agitated.

  • @JaviArte
    @JaviArte 3 месяца назад +2

    About the "cascade shadows" I prefer "no cascade" xD because the transition in the cascade shadows is very abrupt.
    I mean, I prefer all shadows in low quality, before you have low, middle and high depending of the distance. Or at least, increase the distance of the high showdow. In this game is very close.
    Or have a cascade, but with a smooth transition between high, middle and low resolution shadows.

  • @ElSarcastro
    @ElSarcastro 2 месяца назад

    Great image quality analysis, thanks! But i do agree with other commenters that for an action game comparison should be done with framegen off. The lumen haze looks likely an intended stylistic choice that dousnt work on RT

    • @TerraWare
      @TerraWare  2 месяца назад +1

      Thanks. Frame gen was only enabled in the performance difference section. All image quality comparisons was done with a 60 FPS lock on both Lumen and Full RT no frame gen.

  • @UnlimitedGameZone1
    @UnlimitedGameZone1 2 месяца назад

    The lumen effect is actually visually a lot more appealing, ambient noise (fog, dirt, sand, etc.) and high shadow/light contrast, to me it appear more realistic instead of casting 1:1 from a high resolution camera photo of the rtx, unfortunately is bit bugged and struggle to render leaving the result a bit off sometimes.

  • @vladimir0523
    @vladimir0523 3 месяца назад

    The adjustments from the game are directly responsible for the loss of details on the shadows in the Lumen software RT setup. It should be possible to tweak those via console commands. Technically speaking, we are talking here about Lumen hardware RT and Lumen software RT (surface cache), because Lumen is the graphics component inside the Unreal Engine responsible for RT calculations.

  • @Teasuti
    @Teasuti 2 месяца назад

    5:00 that is a massive difference to me in the cave. I'd already be in my monitor settings to lift up those shadows because it's unplayable (for this genre, not creeping in the shadows in a horror game) with so much detail missing compared to the nV solution. Of course I'd like to hear what the devs have to say about artistic intention, because these two images are nothing alike.

  • @madeofnapalm
    @madeofnapalm 3 месяца назад +7

    IDK about the "not much difference" part, RT on low halves my FPS on 3080Ti

    • @DenizD-g4b
      @DenizD-g4b 3 месяца назад

      yes i agree with you, it does not halve my fps but it takes arround 20% away on a rtx4070. also i have alot of crashes because of out of memory errors, so i guess the game isnt really optimized.

    • @madeofnapalm
      @madeofnapalm 3 месяца назад

      @@DenizD-g4b maybe 4000 series is just that much better at RT, plus frame generation. But I had no game crashes, so at least I have that going for me 😁

    • @camdustin9164
      @camdustin9164 3 месяца назад

      @@DenizD-g4b out of memory error might from your CPU being degraded if you have an Intel i9, I have a 4070 Super and no crash at all, in fact the game doesn’t use that much memory, I never gone past 8GB of VRAM.

  • @blueice1364
    @blueice1364 3 месяца назад +2

    The water physics looks funny. First time I've seen a game where water travels at the speed of light. Damn them waves.

    • @TerraWare
      @TerraWare  3 месяца назад +1

      They're using an older version of UE5.0 I think. They've improved the water with later updates.

  • @blindguardian8599
    @blindguardian8599 3 месяца назад +6

    Wow, I thought this channel had at least half a mil' subscribers, judging by the quality of the content.

    • @TerraWare
      @TerraWare  3 месяца назад

      Thanks that's flattering

    • @kwlxxi4813
      @kwlxxi4813 3 месяца назад +1

      Ineed, but he is on the path. Suscribed!

  • @dorbie
    @dorbie 2 месяца назад

    Some of these are tradeoffs made for artistic or performance reasons and not intrinsically a limitation of Lumen, for example the shadow resolution comparisons. Also, the caustic refraction is a hack that can be applied to non ray tracing scenes and doesn't seem to be fully RT even though it is labeled an RT feature. The brightness adaption to the interior lighting and fractional contribution of GI is also possibly a bit of an artistic choice. Softness might be a contrast sensitivity metric or participating media or a simple Nanite setting. Basically I think NVIDIA have some talented experts who have added several tricks and enhancements under the RT umbrella that sometimes aren't RT when discussing isolated features so you're seeing additional NVIDIA polish they've been allowed to tweak via Unreal settings plus some RT features bundled under an RT brand.

  • @Rajonas007
    @Rajonas007 3 месяца назад

    Amazing video, I look forward to more videos

  • @XiroNyakuya
    @XiroNyakuya 2 месяца назад

    2:55 I DO say that the lumen solution looks bad. It literally makes everything harder to see and a lot of details are lost (quality details).

  • @TriforcePlayer2
    @TriforcePlayer2 3 месяца назад +1

    Amazing work sir

  • @ThadeousM
    @ThadeousM 3 месяца назад +2

    Regarding the shaows section and definition of the leaves:
    For what reason do developers not record an animated loop of waving leaves and just run that over the ground texture?

    • @MLWJ1993
      @MLWJ1993 2 месяца назад

      Because they won't be in sync with the actual trees movement.

    • @ThadeousM
      @ThadeousM 2 месяца назад

      @@MLWJ1993 valid

  • @ThiagoVieira91
    @ThiagoVieira91 3 месяца назад

    Hey your content is pretty rare and this video is great!

  • @KennethVenczel
    @KennethVenczel 3 месяца назад +1

    I think at 3:34, the right one is the intended atmosphere, the "hazy" effect is from the volumetric fog. The left one is too clean, which looks nice to the eye, but doesn't convey the abandoned & dusty environment.

    • @TerraWare
      @TerraWare  3 месяца назад +1

      To be honest developers way over do it with hazy foggy effects these days. I just finished looking at the path traced lighting in Star Wars Outlaws and in that game its almost the opposite effect.
      Realistically unless there's heavy winds or intense condensation/evaporation from temperature changes it's not going to be hazy but it's a video game at the end of the day.

  • @herherher925
    @herherher925 3 месяца назад

    00:05 Comparison of Lumen and Nvidia ray tracing in Wukong
    02:04 Comparison between Nvidia's direct lighting and Lumen's global illumination
    04:01 Nvidia solution better than Lumen for reflections
    06:01 Ray Tracing Reflections are superior to Lumen Reflections
    07:55 Full ray tracing reflections provide significant visual enhancement over Lumen reflections.
    09:43 Ray Tracing provides more realistic water, lighting, and shadows
    11:30 Full ray tracing shadows are superior to Lumen in stability and resolution.
    13:24 Reflection and shadows are the premium ray traced effects in the game
    Crafted by Merlin AI.

  • @jackhanma376
    @jackhanma376 5 дней назад +1

    Yeah I'd say that full rt set at very high is a big improvement but if you use the low or medium preset it's a noisy mess, both in the indirectly lit places especially with foliage and reflections, they look awful, so for those who can't run the very high I recommend using unreal unlocker to enable virtual shadow maps and increase the lumen reflections, it's much cheaper and stable than the full rt set to low or medium

    • @TerraWare
      @TerraWare  5 дней назад

      Yeah Medium or Low, the reflections too were very low res when I made this video.

    • @jackhanma376
      @jackhanma376 4 дня назад

      @TerraWare they still are, but the issue is that the very high preset is MUCH more clostly, especially in the first and and the 6th chapter, on my 4070ti it goes from 50/60fps to 25/40fps in dlss performance mode in 4k, I gotta use the ultra performance to make it playable, it's a shame this game doesn't get ray reconstruction

  • @flavor8089
    @flavor8089 3 месяца назад +4

    There is a mod on a nexus which turns on ue5 shadows in good quality

  • @bee3oo682
    @bee3oo682 2 месяца назад +1

    спасибо за проделанную работу)

  • @BadEnd98
    @BadEnd98 3 месяца назад

    Take note that you need to restart the game to apply RTX, It was strange I didn't see any difference when I turn RT On but turn out I need reboot the game. RT look much better in person than what you see in comparison videos, although still might not worth it unless you have OCD with blurry and flickering shadows

  • @PixelShade
    @PixelShade 2 месяца назад +6

    I honestly feel like Lumen is the way the devs intended the game to look. Realistic lighting is in my opinion inferior to artistic lighting... I mean, imagine if Movies were lit "realistically", it takes away a lot from the artistic vision of the medium.

    • @Dylan-go5iv
      @Dylan-go5iv 2 месяца назад

      Realistic and artistic lighting are not mutually exclusive things. Movies typically *do* use realistic lighting, even ones that are more stylized. They're just artistically composed scenes making excellent use of that realistic lighting in creative ways, rather than just throwing some lights around and calling it a day.
      The reason some scenes like this in games don't always hit the mark isn't because they're "too realistic" it's because most video game artists are accustomed to working with more limitations, and it isn't yet easily accessible to consumers, so the pay off still lies largely in using older techniques when it comes to consumer views on the final product. In other words, if you put a bunch of development time/effort into a feature that only ~25% (for example, not saying those are the exact numbers) of your consumers will be able to use and you don't make artwork that still holds up for the rest, then you're wasting most of your resources. So these scenes are often developed with the mid/lower end systems in mind, so the scenes are primarily composed by artists who are limited by simpler rendering tech. Higher end settings are then reserved for marketing and hype purposes, and if the studio is managed well enough, it can lead to some stellar results too (see Alan Wake 2, for example).
      If "realistic < artistic" was true, then all sorts of movies would look like trash, including things like pixar, studio ghibli, etc. All of those artists base their work HEAVILY in the principles of real-world light propagation. Don't get me wrong, I agree that having an artistic eye and applying it to your work is extremely important for such things, I'm just saying those things are not mutually exclusive. Even in this example, you're not even comparing apples to oranges. You're comparing apples to... slightly fresher apples lol. Both lighting methods shown in the video are using the principles of realistic light paths, and one is just more physically accurate and robust than the other.

  • @noobgamer4709
    @noobgamer4709 2 месяца назад +2

    Dude. Who ever says PT in this game is real life definitely never left the basement. Ex GI in the game, lumen is real life lighting. You don't go in cave with light bouncing so bright light PT

  • @Spratty-wb3is
    @Spratty-wb3is 3 месяца назад +2

    Great job man!
    Im actually surprised how little of a hit to performance Full RT was..
    Shadows are definitely the biggest stand out.
    The water reflections being next!
    Im currently playing on the XTX however and in fairness i have no real complaints with Lumen.
    The difference when you see full RT cant be argued however..

    • @TerraWare
      @TerraWare  3 месяца назад +1

      Nice, yeah I saw you made it to the next area. I Downed the Tiger boss last night.

    • @Spratty-wb3is
      @Spratty-wb3is 3 месяца назад

      @TerraWare Tiger Boss was a nightmare although not my hardest.
      Make sure you pick up the wind tamer to do the final chapter 2 boss.
      There's a lot of hidden stuff in chapter 2 that also takes you back to chapter 1.
      A waterfall unlock and a pretty cool Dragon fight etc.
      Definitely worth doing as you'll pick up materials for a cool staff.

    • @TerraWare
      @TerraWare  3 месяца назад

      @@Spratty-wb3is I'd heard the tiger boss was hard but I got him on my 4th try. The toughest boss so far that too me a bunch of tries was the Whiteclad Noble. The guy with the white hair in the swamp.
      I'm exploring all the areas I can though, a lot of hidden bosses.

  • @hypersonicmonkeybrains3418
    @hypersonicmonkeybrains3418 Месяц назад

    looks as if maybe that lumen solution was running volumetric lighting where as the RT was missing the volumetrics.

  • @Rabaikal
    @Rabaikal 3 месяца назад +18

    Depends what you prefer in games but Lumen looks way more realistic.

    • @SimplCup
      @SimplCup 3 месяца назад +3

      not realistic, but cinematic.

    • @s1ndrome117
      @s1ndrome117 3 месяца назад +4

      you have to be a serial basement dweller to say that lumen looks more realistic than RT which is how light behaves in reality

    • @msnehamukherjee
      @msnehamukherjee 3 месяца назад +2

      @@s1ndrome117 Or dude just owns a shitty low tier GPU that can't handle path tracing lol.

    • @Lemmiwinks_The_Gerbil_King
      @Lemmiwinks_The_Gerbil_King 3 месяца назад +2

      not even close lmao
      reality has light in the shadows at daytime.. Lumen is cinematic but not realistic

    • @soulsbourne
      @soulsbourne 3 месяца назад +1

      3:07 ... The thing I love most about Ray Tracing is the ray traced POP IN 10 meters from player , present on a 2000$ rtx 4090 with 600$ 7800x3d CPU system. It's so immersive, that I love to enable it just to get that sudden jump scare .I love it. (Witcher 3 looks better without Ray tracing for the same reason)

  • @NBASFAN
    @NBASFAN Месяц назад

    Here's the main difference between Lumen and RT in simple terms from consumers pov from a artist whos working in UE5.
    RT Pros:
    Better, softer shadows from light source (with increase cost with dynamic lighting)
    Better reflection/refraction (with increased cost depending on bounces and depth ie. if 3 chrome balls are in the scene do they reflect off each other infinitely. Or how deep does water depth goes)
    RT Cons:
    Doesn't work without RTX
    Increased performance cost depending on how many triangles in the scene
    GI is not as realistic (doesn't mean its not good looking)
    Lumen Pros:
    Better performance with nanite geometry (the bigger the world, the more detail the mesh the better)
    VSM (virtual shadow maps) works really well with nanite and have better performance than RT shadows
    GI is technically closer to Path Tracing (which is more realistic, but doesn't mean players prefer the look)
    Lumen Cons:
    Shadows can become very unrealistic if you push past its limits (overlapping foliage) and lose detail in certain parts such as 14:03 the tree on the left is losing shadow details (doesn't mean the players care too much)
    Reflection is catching up to RT but not quite there yet
    Not much performance gain if not using nanite geo
    Not much performance gain compare to RT if the geo is very low poly
    Overall Lumen is slowly taking over RT and it will be the future of gaming. I know Wukong doesn't use Nanite foliage (it wasn't stable when the devs were working at the time) that's why the game technically doesn't have a bigger, better performance gain with Lumen on and might actually lose a bit of performance because of that. Lumen is also very close to looking like Path Tracing, its going to be crazy in a few years how games is going to perform and look.

  • @anotoman123
    @anotoman123 2 месяца назад

    Lumen looks to be doing that thing cameras do where they adjust to surrounding light, making darker areas lighter when the entire area is dark. Admittedly that's accurate, but if you remember having to line up a shot with your phone against a light, it is indeed very annoying.

  • @modemser1k
    @modemser1k Месяц назад +1

    bro is quite clear that lumen got volumetric ilumination , is like nvidia is a 30 mm lens f8 and lumen is 30 mm f1.8 got depth got softer image out focus

  • @HJayZ91
    @HJayZ91 3 месяца назад +2

    why you doing testing with frame gen??

  • @azamat19
    @azamat19 3 месяца назад +3

    thanks again for this interesting video. I think its not possible to mix up path tracing with the lumen, its one or the other. i might be wrong, but i think if you choose the lumen route, everything is in that pipeline. so if you want both, you might end up with double gpu taxing. not sure though, but this is how i think it works.

    • @TerraWare
      @TerraWare  3 месяца назад +1

      I don't know, it could be the case I guess. I have thought that maybe thats why they didn't do it.

    • @abeidiot
      @abeidiot 3 месяца назад

      correct. although not 100%. For RT, many of the operations overlap. So if you are already creating bvh for reflections and other things, it would be more efficient to do GI with RT as well, and more expensive to add lumen. In fact, reflections require more detailed RT data, so getting GI as a byproduct of that is a lot better

    • @stangamer1151
      @stangamer1151 3 месяца назад +1

      Not true. Digital Foundry mentioned this in their videos a few time.
      Lumen is a software RT. It can be improved by hardware enhancements, accelerated by RT cores. Not sure about other engines, but UE5 works exactly like this. Hardware RT just improves accuracy of RT effects.

  • @MightyCookie-wk6tx
    @MightyCookie-wk6tx 2 месяца назад

    Global Illumination and Shadow still can make a visible difference going from low to higher settings even with RT Very High on. Why do u think that is?

  • @Mk_Otaid
    @Mk_Otaid 3 месяца назад

    Holy mother of....
    At 3:15 and 3:56 the difference between the two is night & day. Lumen eliminates SO MUCH of the "gamey" lighting we've grown so used to when looking in dark/interior areas. Just look at the way everything blends together the more away it is from our view... Just... wow... And no texture detail is not gone, its the volumetrics at play naturally obstructing details/ sharpness based on camera distance (I think).
    RT in this comparison, IMO is only worth it for the water realism. If the game gets updated to feature caustics tech in Lumen I really see no reason to use RT, it's also heavier to run.

    • @TerraWare
      @TerraWare  3 месяца назад

      Interesting how I have got so many comments of some people preferring Lumen, others ray tracing. Some have been very blunt about preferring one over the other.

  •  2 месяца назад

    3:00 Hardware RT is brighter because it makes more bounces around the scene.

  • @coolcat23
    @coolcat23 Месяц назад

    Regarding illumination, the Lumen variant looks much better, AFAIC. More realistic, less like a video game. The RT shadows are impressive in their detail, but look unrealistically chiselled. Natural shadows are rarely as cut out as these are, are they? The RT caustics are great, but I wouldn't miss them.

  • @ΚΩΣΤΑΣΒΑΡΣΟΣ-ρ3γ
    @ΚΩΣΤΑΣΒΑΡΣΟΣ-ρ3γ 3 месяца назад +1

    Good video thank you!

  • @jaddenJack
    @jaddenJack Месяц назад

    i wonder if the LUMEN short falls are based on bad implementation, or it was implemented to be less costly, or it's based on the engine. i wonder that, because other UE5 demo that i've seen and played doesn't seem to have the issues

  • @Vinci480
    @Vinci480 Месяц назад

    Like another Vincent mentioned, you can definitely tell in the Global Illumination which was used to work on the Game and what is the intended "mood" for the game, but god damn those Shadows are in a whole different league with how crisp they are.
    I also wish the Fog/Blur with Lumen wouldn't be so intense as I feel when there isnt much of it, it can go much closer to RT but with that insane Blur/Fog at some places, it looks like a much worse Option.
    Also that Shadow on the cliff side with the Tree with Lumen felt like something not loading in haha.

    • @TerraWare
      @TerraWare  Месяц назад

      I think a sort of in between could be a good option. The shadows can be a bit too sharp with full RT.

  • @OniiXGaming
    @OniiXGaming 3 месяца назад +1

    excellent video brother!!!

  • @lon3wolf642
    @lon3wolf642 3 месяца назад

    Yes there is, Lumen is pretty good but RT looks more natural in regards to lighting and effects. Is it worth the performance hit though, for me I'll use lossless scaling frame gen as on a 3080.

  • @JaviArte
    @JaviArte 3 месяца назад +1

    Hi! Can you turn on only the RT for shadows on PC? Or is it all in one?
    I mean, can you do: RT ON for shadows, and RT OFF for reflecions and illumination.
    EDIT:
    Oh, I have seen later in your video that you say, at this time, all the RT is together, and you can't split it :(

    • @TerraWare
      @TerraWare  3 месяца назад +2

      Yup, it's unfortunately all lumped together in one setting.

  • @sr2sdouble
    @sr2sdouble 3 месяца назад

    Забавно что в режиме Lumen отражения не используют технологию Lumen, используется старый screen space.
    Это означает что hardware rtx в движке выключен и люмен используется не на всю мощность.

  • @nickdibart
    @nickdibart 3 месяца назад +1

    Playing with lumen sometimes makes it seem like I'm playing the game in HDR when I have an SDR monitor.

  • @izchann
    @izchann 2 месяца назад +4

    Lumen is a realistic illumination, that hazy effect is part of its feature, just like in real world, we have atmosphere. You can tell by your character which is not affected by the hazy effect because it was near the camera while the farther objects are getting hazy. And one notable thing is, if you are in a darker area and approach a beam of light, you can't see what that backgroud is until you are in the beam of light, just like a real like camare works, due to dynamic range.

    • @TerraWare
      @TerraWare  2 месяца назад

      Right. I've got tons of comments of people prefering lumen lighting and others prefering RT. Guess pick your poison. LOL

    • @izchann
      @izchann 2 месяца назад

      @@TerraWare yeah I know, but some feature of the RT was far superior and its realistic unlike Lumen. For example the reflected lights that bounce off from the water. Its pretty realistic in RT.

  • @akshatchourasia4348
    @akshatchourasia4348 2 месяца назад

    i love the lumen one cuz it seems to be more concept arty and has a more intense mood to the whole place imo. which in this case i prefer more than complete realism

  • @Judie-Nator
    @Judie-Nator 3 месяца назад

    Obviously hardware lumen or Nvidia raytracing is better than software lumen, but you can't deny that software lumen reflections with SSR over them is way better than SSR with a cubemap underneath. The lumen reflections really help with removing a lot of the problems with SSR. Still has artifacts for sure, but it's way better.

  • @BPMa14n
    @BPMa14n 3 месяца назад

    Great video I also was impressed with how good lumen looks in this game hopefully more devs learn how to use it properly

  • @noctisofrivia8778
    @noctisofrivia8778 3 месяца назад

    3:53
    En esta toma Lumen integra las distintas texturas muchisimo mejor que RT.
    Lumen integra multiples elementos (rocas, terreno, la estatua) en una misma escena, mientras que RT le da a esos elementos un tratamiento individual.
    Si pones atencion en la estatua con RT es muy notorio lo anti-natural de la oclusión ambiental, como si fuera un elemento individual sobrepuesto en el escenario.

  • @deny_s
    @deny_s 3 месяца назад

    The Lumen look is the originally intended look! And it even feels that way in this very comparison.
    Unfortunately, for technical reasons (early UE 5.0), the Lumen shadows are unstable and too low rez. Same for réflexions.
    The RT is cleaner, but looses a lot of the original artistic intentions.
    Even Digital Foundry didn't notice that, which seems so obvious to me.

  • @vvhitevvizard_
    @vvhitevvizard_ 2 месяца назад

    Thank you! Finally, I can see the difference between full RT and Lumen!
    Anyways, price policy of Nvidia is out of this world. There are no budget RTX cards suitable for real full RT gaming so...

    • @TerraWare
      @TerraWare  2 месяца назад

      Yeah it's expensive

  • @NewishJordan
    @NewishJordan 3 месяца назад +2

    Looks great! Thoughts on the 7900XTX matching the 4060 with Full RT in this game? Crazy for a $1000 card IMO.

    • @noobatron2663
      @noobatron2663 3 месяца назад +1

      Crazy sad that is.

    • @NewishJordan
      @NewishJordan 3 месяца назад

      @@noobatron2663 Really is. Hehe.

    • @tomthomas3499
      @tomthomas3499 3 месяца назад +1

      @@NewishJordan Nvidia sponsored title, so no surprised there, this game even crashed on all AMD cards, and still no fix yet afaik, there's somethig fishy going on under the hood imho.

    • @NewishJordan
      @NewishJordan 3 месяца назад

      @@tomthomas3499 With Starwars Outlaws being a sponsored title lets hope it isn't as heavy.
      Definitely they are purposely pushing certain aspects to prepare the top 5% for the 5090. There's plenty of 4090 owners upset at their performance in Wukong with full RT.
      Honestly I'm happy with Luman-type quality for my 4070Super. I feel Fortnite does a good job at it's Hardware RT mode. Wish more games would use RT normally before pushing the boundaries, It's going to make our hardware age much quicker. Best of luck.

  • @teehee8522
    @teehee8522 3 месяца назад +2

    Good video!

  • @jerryknudsen7898
    @jerryknudsen7898 Месяц назад

    I wonder if the Nvidia App rtx color/hdr settings could bring lumen colors and lighting back up while getting more fps

  • @webx135
    @webx135 2 месяца назад +1

    I almost wish UE5 would have been designed so that Lumen could utilize the RT cores itself, rather than switching to a secondary pipeline for RT. Use it to accelerate Lumen and run it in higher detail AND a faster speed. It seems like that would be easier on artists as well.
    From what I can tell from the videos, the game was probably designed around Lumen. I think the "washed out" look being commented on is the fact that they probably did a decent amount of tweaking with the fog, much of which seems to be lost when switching to RT. It seems like it loses some of its environmental feel. So the artists likely would have had to do two set of lighting and composition adjustments.
    The shadows look WAY better with RT. I like RT as a shadow solution because it doesn't need cascaded shadow maps. Shadows are full resolution and already scaled properly. But I do wish they were a bit softer.

    • @TerraWare
      @TerraWare  2 месяца назад

      Yeah I agree, the full RT shadows should be a bit softer based on distance of object to shadow casting surface. Lumen can be utilized to utilize hardware RT according to Digital Foundry's extensive coverage of Lumen but its something devs for the most part don't do. I'm not sure why.

  • @soulsbourne
    @soulsbourne 3 месяца назад +2

    3:07 ... The thing I love most about Ray Tracing is the ray traced POP IN 10 meters from player , present on a 2000$ rtx 4090 with 600$ 7800x3d CPU system. It's so immersive, that I love to enable it just to get that sudden jump scare .I love it. (Witcher 3 looks better without Ray tracing for the same reason)

    • @frantavopicka5259
      @frantavopicka5259 2 месяца назад

      No, you do not, and that pop-in is a bug rather than norm (BVH set too low for certain shadows, it was fixed in later revisions of Witcher 3 NG).
      And Witcher 3 looks insanely better with RT, especially in interiors, you need new glasses:
      ruclips.net/video/_o59iS_4SHY/видео.html&pp=ygUgcmF5IHRyYWNpbmcgcmV2b2x1dGlvbiB3aXRjaGVyIDM%3D

    • @soulsbourne
      @soulsbourne 2 месяца назад

      @@frantavopicka5259 yeah... I will make sure to go to settings menu and change ray tracing settings every time I move into exteriors

    • @frantavopicka5259
      @frantavopicka5259 2 месяца назад

      @@soulsbourne You have obviously 0 idea what you're talking about and haven't played the game in ages. Try it on the latest build with ray tracing, and then talk shit, please.

  • @toolazygamer
    @toolazygamer Месяц назад

    13:24 Lumens shadow is more realistic like in real life. Nvidia shadows looks more cosmetic. You don't see those shadows in real life. UE5 Raytracing has another level of detail.

  • @IanFandhrs
    @IanFandhrs 2 месяца назад

    ... and I'm thinking, I'm the only one who likes to tweak settings to see the difference between the reflections and the shadows

  • @Megatrance9000
    @Megatrance9000 3 месяца назад

    I using lumen with virtual shadow mapping enabled. Looks good.

  • @abeidiot
    @abeidiot 3 месяца назад

    Lumen is less accurate, hence there is less light bounce and scenes are darker. Its the same with path tracing, if you decrease light bounces it becomes darker. Also, lumen is the GI solution of UE5. Reflections, Shadows and other stuff is not 'lumen'

  • @redfoxartist7548
    @redfoxartist7548 Месяц назад

    it's pretty cool that as simple humans, we can preceive difference in the behaviour of water waves and try to solve them on our head, in my case for some reason my brain keeps telling me that tha wukong is based on smaller animals, with like half a meter of height, that for somer reason corects the problem with waves, i thik they are too big and are moving too fast

  • @toolazygamer
    @toolazygamer Месяц назад

    Lumen looks significantly more realistic, with lighting that feels natural, while Nvidia’s ray tracing tends to overly brighten everything. I immediately noticed the difference between regular RT and path tracing, where path tracing is darker and more authentic. Lumen achieves a similar darker, realistic look, making Nvidia’s ray tracing appear outdated. I don't think it's worth paying $1,500 for Nvidia's ray tracing anymore.
    When comparing textures, Lumen's details are incredibly lifelike, whereas Nvidia’s ray tracing looks more like a photo edit. Lumen's realism really stands out, especially in the vegetation and ground textures, which look remarkably real.

  • @pdmerritt
    @pdmerritt Месяц назад

    the full rt does look better but keeping it real....Lumen looks good enough....only thing I DON'T like is the extra haziness you see when lumen is used. I'd use whichever tech uses the lower resources for RT. I'm more interested in smooth gameplay than getting the very best visuals.

  • @diegosilang4823
    @diegosilang4823 3 месяца назад +3

    You dont need need 40 series card to get full RT. You can get used first gen RTX3080 for a lot less and you can play 2160p on full RT on mixed settings or very high settings with max performance DLSS settings with reasonable FPS.

    • @jantoman4400
      @jantoman4400 3 месяца назад

      what

    • @Vitapantern
      @Vitapantern 3 месяца назад +1

      Yeah i tried that on my 3080ti and it looks better with very high and some cinematic settings without RT and DLSS on 89% with reasonable fps

    • @fourty9933
      @fourty9933 3 месяца назад +2

      @@Vitapantern use dlss 50 or 60 and turn on RT, its worth it and there is minimal noise in the graphics that you will notice only every now and then.
      or you can go with dlss 80 and still turn on RT but in medium if you want sharper res.

    • @lawnmanGman
      @lawnmanGman 3 месяца назад

      so 1080p then. LOL stop putting the bloody output res you confuse people, 1080p => 2160p then sent. not actual 4k

  • @alphaomega1969
    @alphaomega1969 3 месяца назад

    The reason amd is darker is in setting of game where they ask you to adjest your setting until you see the hidden picture

  • @guillaumehuardhughes
    @guillaumehuardhughes 2 месяца назад

    I got to say, water and shadow looks way better on RT. (Maybe a bit too much sharp sometime, that is not that much realistic)
    Lumen is really good if you need some extra performance and i fell it even looks having a better ambiance in some case scenario.
    If it can make me reach the 120fps or something stable, i would take it using Lumen.
    At this level of details, I don't care that much about water and shadow over a smooth gameplay.

  • @kevinvernet1671
    @kevinvernet1671 3 месяца назад

    Hey mate!
    There is actually a game which already splits reflection, Shadow and GI RTX raytracing in its optons. Check Control from remedy which is still to this day one of the best showcase of what RTX raytrace can do. It aged well, looks a bit dated though for sure.

  • @nulano
    @nulano 3 месяца назад

    In the benchmark tool I found that RT had much worse reflections (especially if it is not set to max RT quality), and there was a shimmering effect on all vegetation as it entered the view, especially the grass in the second half of the benchmark. Does that not happen for you in game?

    • @DecCat
      @DecCat 3 месяца назад

      也许你并不是一个人。中文科技博主“极客湾”在测试时提到了这个问题,并提出了具体解决方案。你可以搜索他的视频。

  • @Grudge-nf7qj
    @Grudge-nf7qj Месяц назад

    It is really professional of you to turn down shadow, ambient occlusion and reflection quality. Most influencers out there knows nil about these cutting edge technologies and they just jump on the bandwagon of criticism

  • @maslue90
    @maslue90 3 месяца назад

    There is no such thing as Lumen shadows unless you're talking about AO (which is part of GI). Lumen only covers GI and reflections in UE5. Cascaded Shadow Maps, Virtual Shadow Maps or raytraced shadows are used for creating direct shadowing. In Wukong's case, they're using cascades which is why it doesn't look so good, particularly in areas with heavy foliage. Virtual Shadow Maps would be a lot closer to simulating the raytraced variant, though not quite as good, but much better than cascades.

  • @rayhanahmedrahat4313
    @rayhanahmedrahat4313 3 месяца назад

    Lemen looks cinematic with volumetric lighting.

  • @marinomusico5768
    @marinomusico5768 3 месяца назад +1

    Awesome ❤

  • @JonasMostert
    @JonasMostert 3 месяца назад +2

    losing 20% fps with a 4090 is not that big? what is big then?

    • @ashonline77
      @ashonline77 3 месяца назад +1

      yeah that was a crazy take ngl.

  • @Vladx35
    @Vladx35 2 месяца назад

    3:06 what’s up with those shadows, on both implementations.

  • @davidjs97_
    @davidjs97_ Месяц назад

    Also the lack of native HDR doesn't help IMO

  • @mosthated8848
    @mosthated8848 3 месяца назад +16

    Hopefully, Game Science devs just made truckloads of money. They release a patch for more graphical settings and, a sharpening slider. Also sucks the game doesn't have HDR.

    • @TerraWare
      @TerraWare  3 месяца назад +1

      Yes, I'd love to see HDR as the next thing and a sharpness slider.

    • @danielkissgremsperger3242
      @danielkissgremsperger3242 3 месяца назад +3

      ​@LoneStarEse777that actually sucks compared to real hdr. Rtx hdr works better but it also looks nothing like the real deal...

    • @istvankaralyos4383
      @istvankaralyos4383 3 месяца назад +1

      @@TerraWare WukongTweak_v0.8.1 (adjustable sharpness)

    • @HDRGamingHub
      @HDRGamingHub 3 месяца назад

      I play it with RTX HDR, in-game brightness at 20, and it looks gorgeous.

  • @mollerken794
    @mollerken794 18 дней назад

    Thanks alot , but does that mean if i used ray tracing should i make shadow , reflection and global illuminati on low ??! Without having any different in the image quality??

    • @TerraWare
      @TerraWare  18 дней назад

      You can change the Full Ray Tracing from High to Medium or Low. I believe dropping to medium hurts the quality of reflections but the devs said that was a bug back when I made this video.
      Maybe its been fixed. There is no individual setting for every RT effect though.

  • @daPvta
    @daPvta 2 месяца назад +2

    at 2:50 honestly for me Lumen seems more realistic (even though NVRT seems more confortable to the eyes). IRL in a day of bright sunlight when we're under a cast shadow, our eyes adapt to the darker environment, then if we look at sunlight reflected on a surface it will apear brighter, but when we leave the shadow our eyes adapt to the brighter environment and it's the shadows that will appear darker.