Then it very well might be a bug. It was odd to me too that High straight up disabled VSM on foliage instead of lowering quality.
Maybe I'm not looking at the same thing, but there definitely appears to be a bit of a blue color cast on the player in the Lumen version to me. Look at the grey areas in particular. Again note that the hero lighting will wash out the color cast a bit, but still looks fairly visible to meHere is a similar scene, a bathroom with blue tiles, which give a general bluish interior lighting after the sun light bounces inside, it applies to everything in the room, except the player! The scene is using SW-Lumen here.
I don't know the details of Lumen settings or implementation in Fortnite, hence not being able to answer those questions. More details are likely forthcoming though.Sorry for asking again, but what is the difference between HW-Lumen and SW-Lumen in this game then? For GI specifically.
The terrain is Nanite actually (otherwise VSM performance would be very bad), but it's the same geometry that is used in the non-nanite version. It's Nanite just to make it faster cluster culling and get the other benefits essentially. The pop-in of ice and stuff like that is probably because those aren't actually part of the terrain and instead are props that are getting removed in the HLODs. I'm sure this can be tuned better in the future.I wouldn't worry about the small probs, the major issue is the terrain pop in and out while flying (for example, the ice cliffs). I understand the terrain is not Nanite though.
I'm not entirely sure for the displacement mapped stuff, but for the majority the non-nanite platforms use the Nanite-generated fallback mesh (see https://docs.unrealengine.com/5.0/en-US/nanite-virtualized-geometry-in-unreal-engine/).Very impressive stuff. So with the ability to turn off Nanite and lumen, how are assets handle? Are there now 2 versions of all assets?
Agreed, it would be great to see more specifically-modeled "hero asset" type things in the future selfishly, but I can understand the production constraints that come with dealing with such a gigantic library of legacy assets, while still also dealing with platforms like mobile and switch. At least the basic tech is in there now and enabled; this should provide the technical underpinning for them to branch out and do more aggressive stuff on the art side in the future.I'm a little disappointed in the use of tessellated geo + existing height maps to generate meshes for a lot of those surfaces but it's understandable considering the scope of the assets. Obviously those assets are not the most flattering case for vsm or nanite -- but I'm sure over the next 6m-1y the real potential of this change will start to be more obvious to the average player.
Yeah, same. Finally figured out how to spawn the main island but it seems to be an old version, no new features are enabled.I created a starter island. It uses the correct map but for some reason nanite and lumen are disabled
I wanted to walk around and test performance and visual differences with the options.
I figured it would be something obvious like that, thank you.I'm not entirely sure for the displacement mapped stuff, but for the majority the non-nanite platforms use the Nanite-generated fallback mesh (see https://docs.unrealengine.com/5.0/en-US/nanite-virtualized-geometry-in-unreal-engine/).
From https://www.epicgames.com/fortnite/...te-battle-royale-powered-by-unreal-engine-5-1:I created a starter island. It uses the correct map but for some reason nanite and lumen are disabled
I wanted to walk around and test performance and visual differences with the options.
I hope one day Nanite can render fur/hair too.
Here is a similar scene, a bathroom with blue tiles, which give a general bluish interior lighting after the sun light bounces inside, it applies to everything in the room, except the player! The scene is using SW-Lumen here.
Sorry for asking again, but what is the difference between HW-Lumen and SW-Lumen in this game then? For GI specifically.
I wouldn't worry about the small probs, the major issue is the terrain pop in and out while flying (for example, the ice cliffs). I understand the terrain is not Nanite though.
Sure it's nice but we already got that with Metro Exodus and that was using hardware RT even. I am still disappointed UE is still not doing HW RTGI at 60fps on consoles when we know it has being done by a small team in an open world game.That's definitely just hero lighting, it's a competitive mp game, so, whatever.
The H-LOD transitions are super noticeable though. In between, with individual cluster transitions it's fine. Not pixel perfect movie stuff, but not noticeable unless you're really looking for it and thus a huge jump over normal lod pops. But the sharp H-LOD stuff stand out.
Still, it's spectacular to see dynamic GI running on a Series S at 60fps, like... wow.
am still disappointed UE is still not doing HW RTGI at 60fps on consoles when we know it has being done by a small team in an open world game.
Sure it's nice but we already got that with Metro Exodus and that was using hardware RT even. I am still disappointed UE is still not doing HW RTGI at 60fps on consoles when we know it has being done by a small team in an open world game.
I don't think that rule is somewhere inscribed in a marble at Epic studio! Like you said they'll optimize their engine. I remember when they first released Fortnite on PS4 the game was still only 30fps.Because you can't have Nanite and HW-RT on consoles at 60 fps, we know it since Matrix Awakens demo. If you want to have HW-RT and 60 fps you need to take another engine. Nanite plus Lumen is heavy on PC too but I suppose in the future they will continue to optimize.
Hard to know without playing the game, but something where the primary visibility and secondary do not line up.
I don't think that rule is somewhere inscribed in a marble at Epic studio! Like you said they'll optimize their engine. I remember when they first released Fortnite on PS4 the game was still only 30fps.
Yes.Very impressive stuff. So with the ability to turn off Nanite and lumen, how are assets handle? Are there now 2 versions of all assets?