Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

The tree trunk loses a lot of detail (most of the nicks and burrs) with HW RT enabled and the leaves lose a lot of detail as well. I wonder if the tree is dropping down a detail level with HW RT on or something?
I don't know what you mean!

It's not losing any details whatsoever, the GI lighting is just applied to it correctly making it much brighter (because it's exposed to the sunlight directly). In HW, the GI distance is extended so it covers more objects at longer distances, in SW it's cut back, but when you get close you'll see the tree the same way as in HW.

OTOH shadows are definitely more constrasty with HW RT on.
It's not just contrast, look underneath the truck, under the tables and inbetween the stalls, there is a lot more AO/Indirect Shadows there.
 
I don't know what you mean!

It's not losing any details whatsoever, the GI lighting is just applied to it correctly making it much brighter (because it's exposed to the sunlight directly). In HW, the GI distance is extended so it covers more objects at longer distances, in SW it's cut back, but when you get close you'll see the tree the same way as in HW.


It's not just contrast, look underneath the truck, under the tables and inbetween the stalls, there is a lot more AO/Indirect Shadows there.

HW RT off. There a gash in the wood at the bottom and burrs higher up.

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HW RT on.

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The gash is now non-existent and the burrs higher up are also mysteriously gone.

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Considering this is from a replay it's not caused by different times of day, different lighting, etc. There is also far less detail in the bark of the tree. The tree is just less detailed. The leaves as well, it's like they've been bleached or something. It's like the detail in the tree itself is lower when HW RT is enabled in this shot.



Regards,
SB
 

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There is also far less detail in the bark of the tree. The tree is just less detailed. The leaves as well, it's like they've been bleached or something. It's like the detail in the tree itself is lower when HW RT is enabled in this shot.
It's just brighter that's all. SW-GI in UE5 only applies to a max of 200m away from the player. So far objects will not have GI applied to them. HW-GI extends that range to a 1000m. Meaning it can do GI on more distant objects than SW.

In Fortnite, SW-GI has shorter range than 200m, so this distant tree doesn't have the full dynamic GI applied to it, with HW-GI it has though. So this is how it looks.
 
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PC version
 
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With that, I can 100% confirm the consoles are using software Raytracing.

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I had to beat some high level Fortnite players to get these results though. Everyone who came through that bathroom door got a taste of my mighty axe! Don't you dare ruining my graphics tests :devilish:

Are you referring to the fuzzy character reflection? I’m pretty sure software Lumen doesn’t support dynamic objects even at lower resolution.
 
Absolutely crazy that fortnite has those visuals and you can destroy everything and the lighting will update in real time. It's kind of absurd.
How it should be! And precisely why we need to get away from static lighting despite how good it may appear and high frame rate!
 
Two quick comparisons between HW and SW Lumen.



There's definately a performance hit on my system, but it's not bad at all and in some scenes it improves visual quality nicely. Though there is a reason why its using SW-Lumen on consoles, to get a stable 60 FPS its needed as the consoles and my system need every boost of FPS.
That's what DRS is for. I'd glady take the resolution hit on console to have quite better reflections.
 
Software lumen is insane. This is close to naughty dog prebaked artist wizardry in real time just by flipping a switch, and it's interactive on top of that.
I'm catapulted back to debate before this gen launched on whether RT hardware was necessary. Software GI isn't perfect, but it has come a long way since those early comparisons where it exhibited more atefacts. I feel could go either way at this point - would be nice if this gen had better RTHW as what we got don't do a lot, but it'd also have survived without any I think. Although HWRT results should improve similarly as devs find best use workarounds.
 
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