I heard it doesn't support direct lights yet, which makes it tricky for everything outdoor. Any idea what happens if I'd add one anyway? Does it just not benefit from megalights or would it be simply off?
This looks really great. Thanks for the video. You should consider doing a video on the Textured Megalights. I believe this will open a new world... for example, stained glass windows.
@Fafhrd42 You can play media textures through the rect light material slot. My understanding was that the area lights were both illuminating the scene and casting noise free shadows.
@JoshuaMKerr Nice! Hope other RUclipsrs update their "5.3 vs 5.4 lumen performance comparison" videos into "5.4 vs 5.5". Indie will get salivated at UE 5.5 release right now performance wise 🫠🤤
I tried Megalights, hoping it might fix a scene that had rendered random shadow artifacts on some objects, using Sequencer. The only time I got perfect results previously was with path tracer but then, my Niagara fires/liquids do not render. Megalights was a disaster that had dark areas splattering on and off everywhere in the scene. I concluded “I’m sure it’ll be great… eventually.” Maybe others will have more luck.
Megalights is a feature that works with lumen and hardware raytracing. Pathtracing is different in that it casts a lot more rays and is mostly for offline renders.
Path Tracing is find path from pixel to light source. it can took 5 and more bounds. Standalone render take 500+ samples per pixel . Ray Tracing in this case, simple find line from pixel to light source, without bounces. and same for reflections
Path tracing is the endgame for lighting in video games. It's been the standard in pre-rendered movies for years now (although I believe realtime uses denoisers to make it possible to do in realtime). Ray tracing has less bounces I believe and is usually used in conjunction with rasterization for different lighting elements to improve performance in games and is more of a middle ground. Eventually all PC games will be path traced but that's probably >10+ years away.
On a 4090 10000 Lights run about 25-30 FPS. 1000 Lights run very well (In most cases Lumen would be the bottelneck then). And I think that is a reasonable target :D
I would expect there would be a technical ceiling for this feature, however dramatically increasing performance in lighting heavy scenes like this is still impressive.
When im creating new project in UE 5.5 i cannot see the ray tracing option to check but can see the starter content option. In UE 5.4 i can see the starter content option and ray tracing option both while creating a new project. Can u help me what happened
I can't remember off the top of my head where I saw it, but someone from Epic said that the stochastic sort for megalights sort of breaks down with closely packed heavily overlapping lights and performance will take a hit, so I'm guessing the extreme falloffs you're using in your city scene are what's causing the poor performance even when all the geometry is hidden. I wouldn't expect that to dramatically improve by 5.5 final.
Anyone here can explain how to make perfect mirrors for archviz under lumen ? Reflections of objects are always bad I tried to up the resolution scale building of every mesh reflected still horrible..
I love unreal engine but after 4.6 the performance has just been abysmal. If you had the exact same scene and materials running in godot or unity be it unity with raytracing or pathtracing it would run much faster not even kidding triple the fps. I want unreal to succeed and it definitely will because there marketing is so good but gosh darn man
@@JoshuaMKerr the artifacts happen on moving objects, not stationary objects. So a moving character will cast absolutely messed up shadows from my testing
@@zatlanibrahim5438 It can, though it may be a little performance intensive if you have several of them. I'd suggest rendering a camera to a texture, and making it look metallic
@@JordanGarland Nanite is amazing, when used on really high poly assets. However, for gaming, it has the opposite effect. If you just optimize your models properly with well developed LOD systems, nanite tends to run much worse by comparison. By about 20-40 fps depending. Nanite isnt really for gaming, its more of a production tool for artists and movie production stuff to streamline and reduce time on everything, there really isnt a reason to use it in games when the LOD workflow still produces drastically better performance in a large majority of use cases.
I find Nanite awesome, if you don’t use it on foliage. All my use cases it’s been better to have it enabled on meshes rather than off, except foliage. It’s currently not developed to solve the overdraw issues with lots of little masked leaves and seeing layers of thousands of other leaves behind other leaves in the distance. If you know its limitations it’s dope.
@@WintersLifeJournal Thank you for explaining. My concern with this is it takes a very long time time to retopologize 3D scans, and create models with various levels of detail for an entire game. Am I far off base with that being a problem? Also would it still be wise to use nanite for in game cinematics even if they aren't used in real time?
Hi bro today I went to build a pc offline near me and they recommended me two GPU at the same price 1. AMD RX6600 8GB 2. NVIDIA RTX 3050 8GB I am confused about which GPU is best for video editing (davinci resolve) and 3d rendering (blender) so can you recommend which GPU is best for me
Not in the same way that we use it in game egines. As you heard me say in the video, light obeys the inverse square law but attenuation in unreal is used as a hard cuttoff. This does not occur in reality.
@itzDrizzyyyman I think you're confusing attenuation with a light's beam angle, which can be focussed to become more directional. All light observes the inverse square law.
A pointless feature that Epic are trying to market as the newest greatest thing. If you know how to light properly you'd never need anywhere close to this many lights. In a game engine or offline renderer.
Not really true since megalights performance difference starts kicking in with just 2 to 3 dynamic shadow casting lights. So 10 thousand lights aren't required to see the massive performance difference megalights brings, 3 is enough.
Yep, this gives you the freedom to put ‘real’ lights in places where previously wouldn’t due to performance implications, but wanted to for creative or fidelity purposes. This is a win if they can get on top of any artifacts that may arise.
Have you tried Megalights yet? Comment with your thoughts.
My project fps increased by 100%
I heard it doesn't support direct lights yet, which makes it tricky for everything outdoor. Any idea what happens if I'd add one anyway? Does it just not benefit from megalights or would it be simply off?
Sounds like that's Nanite but for Lights XD
This looks really great. Thanks for the video.
You should consider doing a video on the Textured Megalights. I believe this will open a new world... for example, stained glass windows.
As far as im aware those are just rect lights placed in front of media planes.
@@JoshuaMKerr Iirc during the demo they said they were light function materials on the rect lights.
@Fafhrd42 You can play media textures through the rect light material slot. My understanding was that the area lights were both illuminating the scene and casting noise free shadows.
3:23 is it me or are the reflections in 5.5 much better and less noisy than 5.4
I think they look much better.
@JoshuaMKerr Nice! Hope other RUclipsrs update their "5.3 vs 5.4 lumen performance comparison" videos into "5.4 vs 5.5". Indie will get salivated at UE 5.5 release right now performance wise 🫠🤤
I tried Megalights, hoping it might fix a scene that had rendered random shadow artifacts on some objects, using Sequencer. The only time I got perfect results previously was with path tracer but then, my Niagara fires/liquids do not render. Megalights was a disaster that had dark areas splattering on and off everywhere in the scene. I concluded “I’m sure it’ll be great… eventually.” Maybe others will have more luck.
YES HE MADE ANOTHER VIDEO!!! I also can’t wait for your Mummy video :)
Hey man! Yeah me too. Still putting the mummy film together but I think It's going to be really fun.
what is the Actual Difference in between Path Tracing & Ray Tracing & also how is these technics effect Mega Light in UE5 ??
Megalights is a feature that works with lumen and hardware raytracing. Pathtracing is different in that it casts a lot more rays and is mostly for offline renders.
I believe megalights is much more efficient.
More efficient than pathtracing...yes by miles. But pathtracers are used for accurate light transport.
Path Tracing is find path from pixel to light source. it can took 5 and more bounds.
Standalone render take 500+ samples per pixel .
Ray Tracing in this case, simple find line from pixel to light source, without bounces.
and same for reflections
Path tracing is the endgame for lighting in video games. It's been the standard in pre-rendered movies for years now (although I believe realtime uses denoisers to make it possible to do in realtime). Ray tracing has less bounces I believe and is usually used in conjunction with rasterization for different lighting elements to improve performance in games and is more of a middle ground. Eventually all PC games will be path traced but that's probably >10+ years away.
On a 4090 10000 Lights run about 25-30 FPS. 1000 Lights run very well (In most cases Lumen would be the bottelneck then). And I think that is a reasonable target :D
Good to know how it's running on the 4090. Im just on a 3080.
Even 1000 lights is overkill for a single scene
I would expect there would be a technical ceiling for this feature, however dramatically increasing performance in lighting heavy scenes like this is still impressive.
Did you mention system specs?
I didn't. Im running on a 3080 GPU.
@@JoshuaMKerr and CPU and RAM?
When im creating new project in UE 5.5 i cannot see the ray tracing option to check but can see the starter content option. In UE 5.4 i can see the starter content option and ray tracing option both while creating a new project. Can u help me what happened
I took it to mean lumen raytracing is on by default and that traditional raytracing has been removed. Need to check though
doesn't mega lights use 12 frames of temporal antialiasing? the ghosting i've heard is already horrific
I've heard, but I tend to reserve judgement on experimental features. Give it time.
Boss, can you tell me more about *5.5motion design-full functionality. . This one is more practical. . . .
@yonghengshouhu I dont really do motion design. I think Winbush or fastchaos might be more likely to cover this.
I can't remember off the top of my head where I saw it, but someone from Epic said that the stochastic sort for megalights sort of breaks down with closely packed heavily overlapping lights and performance will take a hit, so I'm guessing the extreme falloffs you're using in your city scene are what's causing the poor performance even when all the geometry is hidden. I wouldn't expect that to dramatically improve by 5.5 final.
@Fafhrd42 Even when all the lights are hidden? I literally turned off everything.
Anyone here can explain how to make perfect mirrors for archviz under lumen ? Reflections of objects are always bad I tried to up the resolution scale building of every mesh reflected still horrible..
I love unreal engine but after 4.6 the performance has just been abysmal. If you had the exact same scene and materials running in godot or unity be it unity with raytracing or pathtracing it would run much faster not even kidding triple the fps. I want unreal to succeed and it definitely will because there marketing is so good but gosh darn man
What are your pc specs?
I have a 3080 gpu
test nanite on characters with high polygons, please
From what I've seen, Megalights has some serious shadow artifacts and noise. It is definitely not ready for mainstream use.
Interesting. I haven't seen any shadow artifacts yet. Hopefully, it will get fixed before 5.5 is launched properly.
@@JoshuaMKerr the artifacts happen on moving objects, not stationary objects. So a moving character will cast absolutely messed up shadows from my testing
@Fearless13468 Preview is always like that. I would imagine we will get something more stable after a few versions into 5.5
This is no joke the one thing that Unreal was missing. Now it is perfect.
Perfect mirrors ? :( still can’t do that ..
@@zatlanibrahim5438 It can, though it may be a little performance intensive if you have several of them.
I'd suggest rendering a camera to a texture, and making it look metallic
수동 GI ?
More of an engine optimisation
I hope this feature is good and not another false prophet like nanite
Not a fan on nanite, I take it? What's the beef?
Hey can you elaborate on this? New to Unreal and didn't know how often Nanite is put to use or why if not. Thanks!
@@JordanGarland Nanite is amazing, when used on really high poly assets.
However, for gaming, it has the opposite effect. If you just optimize your models properly with well developed LOD systems, nanite tends to run much worse by comparison. By about 20-40 fps depending.
Nanite isnt really for gaming, its more of a production tool for artists and movie production stuff to streamline and reduce time on everything, there really isnt a reason to use it in games when the LOD workflow still produces drastically better performance in a large majority of use cases.
I find Nanite awesome, if you don’t use it on foliage. All my use cases it’s been better to have it enabled on meshes rather than off, except foliage. It’s currently not developed to solve the overdraw issues with lots of little masked leaves and seeing layers of thousands of other leaves behind other leaves in the distance. If you know its limitations it’s dope.
@@WintersLifeJournal Thank you for explaining. My concern with this is it takes a very long time time to retopologize 3D scans, and create models with various levels of detail for an entire game. Am I far off base with that being a problem? Also would it still be wise to use nanite for in game cinematics even if they aren't used in real time?
Hi bro today I went to build a pc offline near me and they recommended me two GPU at the same price
1. AMD RX6600 8GB
2. NVIDIA RTX 3050 8GB
I am confused about which GPU is best for video editing (davinci resolve) and 3d rendering (blender) so can you recommend which GPU is best for me
there is attenutation in real life, what are you talkn bout
Not in the same way that we use it in game egines. As you heard me say in the video, light obeys the inverse square law but attenuation in unreal is used as a hard cuttoff. This does not occur in reality.
@@JoshuaMKerr flashlights? Spotlights?
@itzDrizzyyyman I think you're confusing attenuation with a light's beam angle, which can be focussed to become more directional.
All light observes the inverse square law.
A pointless feature that Epic are trying to market as the newest greatest thing. If you know how to light properly you'd never need anywhere close to this many lights. In a game engine or offline renderer.
Not really true since megalights performance difference starts kicking in with just 2 to 3 dynamic shadow casting lights. So 10 thousand lights aren't required to see the massive performance difference megalights brings, 3 is enough.
Yep, this gives you the freedom to put ‘real’ lights in places where previously wouldn’t due to performance implications, but wanted to for creative or fidelity purposes. This is a win if they can get on top of any artifacts that may arise.
@@OzanSoylu*Lumen mandatory