That's exactly the problem i have with UE5. It's extremely demanding, while you hardly see a difference outside of tech demos and it's not only lumen. Look at Remant 2, which is using Nanite without any Lumen.
https://www.techpowerup.com/review/remnant-2-benchmark-test-performance-analysis/5.html
45 FPS at 4K with a 4090. That's not far away of Cyberpunk Pathtracing and with Pathtracing everyone knows it's an extremely inefficient way of rendering. So is Nanite really an efficient way? I don't have the feeling. It's extremely scalable and has big advantages, but the base speed needed is extreme and it seems not to scale down good. I fear a lot of mediocre looking games with terrible performance thanks to Unreal Engine 5.
How interesting. So we have a game not using Lumen but Nanite only, and perf. is worse than i would have guessed.
You know what i hate the most about game dev? It is so hard to beat brute force, because we can rarely effort large enough workloads so the efficient but complex alternative wins.
This truly sucks.
But i still doubt that's what going on here. Now i want to see a Nanite game with a more moderate level of detail... : )
With Path Tracing, you get far better GI, dynamic lights from every light, dynamic shadows from every light .. you also get far better reflections with much higher resolution and on many more surfaces.
Yes, but the difference is not night and day in practice. I would maybe agree if we talk about for Portal, but CP does not convince me. And that's the only up-to-date example we currently have.
The lighting effect i personally pay most attention to is correctness of diffuse GI. I want color bleeding and those nice subtle gradients. What i hate is wrong reflections, e.g. fresnel causing this ugly rim lighting effect from reflected stuff which should not be visible. And for those things Lumen does pretty good.
Lumen has far worse reflections, often limited in the number of surfaces and in resolution, GI is also limited to main lights, shadows are not enabled for every light.
The main downside to me is dynamic objects like characters. They are no occluders or emitters, only receivers (w/o using HW RT). Thus dynamic objects often pop out and feel wrong.
But that's not that bad either. If it runs on affordable HW, i prefer it.
What i do like is Fortnite running 60fps on Series S (iirc). That's really impressive, so i still wonder why any demo i have tried, and the games discussed here seem so demanding on PC.
Something makes no sense here.