Graphical Fidelity I Expect This Gen

To me the hair noise and how the depth of field around it breaks and as I said the general IQ is what makes me not put the graphics here toe to toe with the best ones.

IMO the art style does the heavy lifting and it doesn't mean it's and ugly game.

UE5's typical ugliness does sometimes spoil the artdesign in this for sure. the dithered hair rendering, the low quality Lumen GI etc.
you essentially have to be an expert in using UE5 in order to make games not look broken at times. and only a very small handful of devs so far were able to do that.

these are on PC max GI and Reflection settings:

1wZfTNh.jpeg
QOIkVGf.jpeg
1EFK5YO.jpeg


I actually could not believe my eyes when I saw the mansion for the first time... I fucking hate UE5.

thankfully most of the time Lumen doesn't look this awful in motion, but still, Lumen just always spoils games with it's low quality
 
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The dev world really needs to come up with a good way to take care of aliasing/shimmer/DoF artefacts on hair (and fur); when the rest of the frame is so on point it sticks out sooo much. Year after year, just an endless array of near-pristine looking games having their visuals undermined by it, constantly having my eye drawn away by glaring shimmer, particularly in cutscenes. It's the lowest hanging fruit at the moment in making everything look more coherent, it'd be nice to see a heavily-targeted approach and a shift in resources to drastically reduce or eliminate it.
 
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UE5's typical ugliness does sometimes spoil the artdesign in this for sure. the dithered hair rendering, the low quality Lumen GI etc.
you essentially have to be an expert in using UE5 in order to make games not look broken at times. and only a very small handful of devs so far were able to do that.

these are on PC max GI and Reflection settings:

1wZfTNh.jpeg
QOIkVGf.jpeg
1EFK5YO.jpeg


I actually could not believe my eyes when I saw the mansion for the first time... I fucking hate UE5.

thankfully most of the time Lumen doesn't look this awful in motion, but still, Lumen just always spoils games with it's low quality
something is really off here. the mansion does not look like this on my setup. the color pallete is completely different and there is too much dithering. if you are using upscaling techniques, turn them off or set them to quality or dlaa.
 
something is really off here. the mansion does not look like this on my setup. the color pallete is completely different and there is too much dithering. if you are using upscaling techniques, turn them off or set them to quality or dlaa.

I tried basically all methods in the hopes one of them might fix it... but nope. these screenshots are with DLSS quality mode. but FSR looked worse, XeSS looked about the same, TSR native looked marginally better (but everything else in the game looked worse) DLAA, and all other methods on native also looked worse or the same.

this also looks like this on Xbox SX both in quality and performance mode (I downloaded the PC version after I saw this on Xbox, and then tried to fix it with engine.ini tweaks to no avail)

if it looks different for you, it would be interesting to see. just move sidewards like I did in those shots, the difference should be obvious.
all the ghosting you see there are disocclusion artifacts that happen due to Lumen's extremely slow reaction time.
 
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UE5's typical ugliness does sometimes spoil the artdesign in this for sure. the dithered hair rendering, the low quality Lumen GI etc.
you essentially have to be an expert in using UE5 in order to make games not look broken at times. and only a very small handful of devs so far were able to do that.

these are on PC max GI and Reflection settings:

1wZfTNh.jpeg
QOIkVGf.jpeg
1EFK5YO.jpeg


I actually could not believe my eyes when I saw the mansion for the first time... I fucking hate UE5.

thankfully most of the time Lumen doesn't look this awful in motion, but still, Lumen just always spoils games with it's low quality
Jesus, this looks atrocious, but you don't even have to be in motion to see the hair how noisy it is, you know. And seeing this after AC Shadows where even at 1080p the IQ is spectacular and the hair is so clean, yeah, it's a pretty game, gorgeous art style and that's that, impressive from a small studio.
 
something is really off here. the mansion does not look like this on my setup. the color pallete is completely different and there is too much dithering. if you are using upscaling techniques, turn them off or set them to quality or dlaa.

I tried basically all methods in the hopes one of them might fix it... but nope. these screenshots are with DLSS quality mode. but FSR looked worse, XeSS looked about the same, TSR native looked marginally better (but everything else in the game looked worse) DLAA, and all other methods on native also looked worse or the same.

this also looks like this on Xbox SX both in quality and performance mode (I downloaded the PC version after I saw this on Xbox, and then tried to fix it with engine.ini tweaks to no avail)

if it looks different for you, it would be interesting to see. just move sidewards like I did in those shots, the difference should be obvious.
all the ghosting you see there are disocclusion artifacts that happen due to Lumen's extremely slow reaction time.

just for fun I quickly ran back to the mansion and forced DLSS4 Preset K through the Nvidia app.
here are the uncompressed PNG images.
everything is set to high, except the lighting and reflection settings which are on max settings

there's DLSS4 Quality Mode:
g3j93ilo.png


here is DLAA:
k29vxx8k.png
 
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UE5's typical ugliness does sometimes spoil the artdesign in this for sure. the dithered hair rendering, the low quality Lumen GI etc.
you essentially have to be an expert in using UE5 in order to make games not look broken at times. and only a very small handful of devs so far were able to do that.

these are on PC max GI and Reflection settings:

1wZfTNh.jpeg
QOIkVGf.jpeg
1EFK5YO.jpeg


I actually could not believe my eyes when I saw the mansion for the first time... I fucking hate UE5.

thankfully most of the time Lumen doesn't look this awful in motion, but still, Lumen just always spoils games with it's low quality
Lol, those look like PS3 screenshots. The noise in those images looks like someone forgot to turn off noise in path tracing. Ingame cinematics others posted look like they're running on different hardware altogether. Typical Frankenstein trash we've seen all of this gen.
 
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I had none of that ghosting visible in the screenshots. The only thing I changed concerning visuals in that game was turn off all post processing because it absolutely ruined IQ and activate dlss balanced because dlaa seems bugged and massively oversharpens.

Playing in ultrawide DUHD with everything on high the game looks ok all around which gets upgraded to awesome by the artstyle at times.
 
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I had none of that ghosting visible in the screenshots. The only thing I changed concerning visuals in that game was turn off all post processing because it absolutely ruined IQ and activate dlss balanced because dlaa seems bugged and massively oversharpens.

show screenshots then. I would truly like to know if this is a bug (probably isn't as it's on 2 separate systems and all settings I tried)
sadly if someone says something like this online without proof, it typically means that all the issues were in fact there... the obligatory "runs fine on my PC" meme.
 
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just for fun I quickly ran back to the mansion and forced DLSS4 Preset K through the Nvidia app.
here are the uncompressed PNG images.
everything is set to high, except the lighting and reflection settings which are on max settings

there's DLSS4 Quality Mode:
g3j93ilo.png


here is DLAA:
k29vxx8k.png

here's an example where I am not even moving the camera. look how Lumen completely breaks even tho the camera is perfectly still and nothing in the image is actually moving.
Lumen is so insanely low quality that it literally can not handle even motionless moments if there are too many light sources and specular surfaces.



every time I find out a game uses Lumen I flinch a bit in horror. every UE5 game has these issues to some degree or another. some devs work around it to make the issues not as extreme, but they are always there.
 
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if it looks different for you, it would be interesting to see. just move sidewards like I did in those shots, the difference should be obvious.
all the ghosting you see there are disocclusion artifacts that happen due to Lumen's extremely slow reaction time.
The story just took me back to the mansion and i just did that. If you turn the camera around, the software lumen reflections caused massive ghosting. its specific to that room which has a glossy surface. you can see it around your characters which is typical of screenspace ghosting you see in every game. made worse here because the reflections are applied to every surface.

its disingenious to state that the rest of the game is like this because its literally specific to the mansion, and only that one room in the mansion.

i dont know how deep you are in the game, but i have yet to encounter anything this bad. the game has some minor issues with dithered hair even in cutscenes, and some classic UE5 stutters in hub worlds with a lot of NPCs, but other than that, lumen works wonders here without any image quality drawbacks. There is absolutely no ghosting artifacts of any kind because the entire game is set in ruins and areas without any reflective surfaces.

I have played literally a dozen UE5 games by now and there is nothing as bad as that room which again, is caused by ssr reflections. With hardware ray tracing, lumen reflections become full ray traced and you wouldnt have seen that here. regardless, even in software lumen games like Wukong, hellblade, professional baseball and well every other ue5 game released this gen, this has not been an issue.

i posted this gif a couple of pages ago from the mansion, and you can see there is no ghosting here even as i pan the camera.
thEGbrC.gif
 
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To be honest I thought this game isn't even using lumen, lighting is super incorrect everywhere and I heaven't seen lumen artifacts so far just standard SSAO stuff. But maybe it's there...

Outside of Lumiere this game doesn't even need lumen for fantastical setting they use.

I have touched a few and lived to regret it but this is like playing an AAA game, not some top down cheap shit game developers try to pawn off to consumers as real games.

The combat is turn based but feels real time because you can defend by parrying, dodging or counter attacks. You have to learn enemy patterns just like you would in souls games. Especially ones that pause in mid air like in Elden Rings. But unlike Elden Rings, its super cinematic and shot like an expensive movie. I cant stress this enough, the fights in this game are beautifully choreographed. The amount of special effects on display during these fights is ridiculous. Game looks mid to good during exploration but during combat, it looks legit amazing.

Just compare it to the turn based garbage Respawn, an AAA studio, is putting out. Now that is turn based cheap shit you've come to loathe. This game aint it. This game constantly has you engaged in the combat thanks to the fantastic dodge/parry/jump mechanics as well as the QTEs during your offensive attacks. It's more engaging than AC shadow's combat.

This is all realtime parrying and dodging.

K9Ab6PS.gif


C5HaVBv.gif




Oh and this game rivals if not exceeds Naughty Dog in terms of storytelling, mocap and performance. You are missing out on the best acted, and directed story in years. It's a masterpiece.


SReZ7ZU.jpeg


PaM8Cgv.jpeg


w9EbQIw.gif

AA budget and manpower, yet they created game that is close to the best ones in the industry and it's not ~4h in length like HB2...
 
To be honest I thought this game isn't even using lumen, lighting is super incorrect everywhere and I heaven't seen lumen artifacts so far just standard SSAO stuff. But maybe it's there...

Outside of Lumiere this game doesn't even need lumen for fantastical setting they use.
thats what i thought initially, but it starts to make sense as you get deeper into the game. The way they utilize volumetric effects with lumen is breathtaking. lumen also helps get the most out of materials. I just dont see this kind of lighting in other games, especially non-hardware RT games.

pmAzJbA.gif


2Uwczpb.gif
 
DF talking about Ghosts 2. Said that there is no rt shadows, rtgi, rt reflections, and they are effectively pushing last gen visuals with a higher draw distance. Also looks native 4k though they didnt do any pixel counting.

What a shame.
 
i posted this gif a couple of pages ago from the mansion, and you can see there is no ghosting here even as i pan the camera.
thEGbrC.gif

this isn't where the issues happen. the issue you see in my shots is due to a combination of lumen reflections and GI completely fucking up.
and yes it's lumen, as I forced SSR off with an engine.ini tweak to see if maybe SSR is at fault, but it isn't


its disingenious to state that the rest of the game is like this because its literally specific to the mansion, and only that one room in the mansion.

I never said this, but the game does still have issues outside the mansion. the awful hair rendering is everywhere, the awful depth of field is also always an issue when it happens.
 
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this isn't where the issues happen. the issue you see in my shots is due to a combination of lumen reflections and GI completely fucking up.
and yes it's lumen, as I forced SSR off with an engine.ini tweak to see if maybe SSR is at fault, but it isn't




I never said this, but the game does still have issues outside the mansion. the awful hair rendering is everywhere, the awful depth of field is also always an issue when it happens.
From what i understand, software lumens reflections use ssr as a fallback.

Regardless, if the issue was with lumen, you would see it everywhere in the game and not just in one random room.
 
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From what i understand, software lumens reflections use ssr as a fallback.

both hardware and software lumen use SSR on top not as a fallback but to add detail missing in the low quality RT reflections... which is why I turned it off with said engine.ini edit to see if that's the issue (it wasn't)... so what are you even trying to say with that? it's like if I said "I took the battery out of my laptop to see if that's the issue" and you react to that by saying that Laptops have batteries they use as a fallback when not connected to a charger... like what?


Regardless, if the issue was with lumen, you would see it everywhere in the game and not just in one random room.

no you wouldn't. Lumen has specifically issues with denoising due to how low quality it is. and if you have a combination of dim lighting, multiple light sources, a specular material with reflections and lots of smaller meshes (chairs, tables) it will be overwhelmed.

Lumen (especially software lumen used in this game) is unfathomably low quality because it is designed to run on GPUs with no RT acceleration hardware.
 
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DF talking about Ghosts 2. Said that there is no rt shadows, rtgi, rt reflections, and they are effectively pushing last gen visuals with a higher draw distance. Also looks native 4k though they didnt do any pixel counting.

What a shame.
You were waiting for DF to tell you this? Lol, that was obvious from the first trailer. Too much hopium is being inhaled around here.
 
You were waiting for DF to tell you this? Lol, that was obvious from the first trailer. Too much hopium is being inhaled around here.
Nope. But some here were pointing at screenshots and DF's own conclusions from last year's trailer to claim/hope that there was some RT in there.
 
both hardware and software lumen use SSR on top not as a fallback but to add detail missing in the low quality RT reflections... which is why I turned it off with said engine.ini edit to see if that's the issue (it wasn't)... so what are you even trying to say with that? it's like if I said "I took the battery out of my laptop to see if that's the issue" and you react to that by saying that Laptops have batteries they use as a fallback when not connected to a charger... like what?
Yeah, i dont think it works like that. Lumen Reflections are mostly ssr and have their own settings. I dont think the setting you changed would have an effect on lumen reflections.

I already told you why i think its ssr. It only happens around your character, only when you turn the camera, and only reflections are in the picture. I literally posted a gif from the entrance to that mansion that has no such issues. anyone playing the game here knows that the game has no issues with ghosting or artifacts, nor do any of the other UE5 software lumen games we've been playing.
no you wouldn't. Lumen has specifically issues with denoising due to how low quality it is. and if you have a combination of dim lighting, multiple light sources, a specular material with reflections and lots of smaller meshes (chairs, tables) it will be overwhelmed.
Where are those artficats here then?

URG9o4x.gif


8X8fLDK.gif


BR4V6J3.gif
 
Yeah, i dont think it works like that. Lumen Reflections are mostly ssr and have their own settings. I dont think the setting you changed would have an effect on lumen reflections.

I already told you why i think its ssr. It only happens around your character, only when you turn the camera, and only reflections are in the picture.

so you have no clue what you're talking about, got it! :)

go into this folder:
Steam: %LOCALAPPDATA%\Sandfall\Saved\Config\Windows
Microsoft Store: %LOCALAPPDATA%\Sandfall\Saved\Config\WinGDK\

create a new file and name it engine.ini
open it with a text editor and add the following lines:

[SystemSettings]
r.Lumen.Reflections.ScreenTraces=0

now save your changes, right click on the file, go to properties, and enable write protection on the file (or else the game deletes it)
if you now launch the game SSR is disabled, which is very easy to verify as you will only see the lower quality Lumen reflections now with zero detail added by SSR.

the issue still remains if you do this.



Where are those artficats here then?

let's see



brightly lit, singular light source, barely any parallaxing objects



barely any parallaxing. short compressed clip



low amount of light sources, slow camera pan, little parallaxing.


but speaking of Robocop. I could show you multiple spots in that game where the denoiser breaks. especially in some areas in the police station you get lots of boiling. I found a mod that fixes it somewhat in that game. similarly how I found one that somewhat fixes it in Silent Hill 2.

I never said every instance of Lumen looks as bad as the Mansion in Expedition 33. but what that mansion shows is what Lumen sadly can look like. but even in the best cases Lumen is still far behind any other RT implementation usually.
Lumen, as deployed in games, isn't designed for quality... but for perfomance. which is why its effectiveness is so spotty.



I literally posted a gif from the entrance to that mansion that has no such issues. anyone playing the game here knows that the game has no issues with ghosting or artifacts, nor do any of the other UE5 software lumen games we've been playing.

post a gif of the same spot I did... it's so easy to do...
 
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DF talking about Ghosts 2. Said that there is no rt shadows, rtgi, rt reflections, and they are effectively pushing last gen visuals with a higher draw distance. Also looks native 4k though they didnt do any pixel counting.

What a shame.
In a way, this was already a problem with Ghost of Tsushima when he released, the game was already dated on its tech.

Looking at the latest trailer, they've done a good job improving the character rendering and facial animations.

It's just a shame because it seems like they haven't overhauled the lighting compared to the first game.

Sucker Punch is a relatively small studio, so one might wonder if it's relevant for them to still use their own engine, as we know it takes a lot of time and resources to develop an engine to stay at the cutting edge of technology but there are always pros and cons to making an engine change.

Especially when Sony has an internal engine specifically designed for open-world games, Decima, and we know that Guerrilla is investing heavily in its development.

When we compare DS2 and Yotei, we see that technologically there is a big difference between the two games.
 
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so you have no clue what you're talking about, got it! :)

go into this folder:
Steam: %LOCALAPPDATA%\Sandfall\Saved\Config\Windows
Microsoft Store: %LOCALAPPDATA%\Sandfall\Saved\Config\WinGDK\

create a new file and name it engine.ini
open it with a text editor and add the following lines:

[SystemSettings]
r.Lumen.Reflections.ScreenTraces=0

now save your changes, right click on the file, go to properties, and enable write protection on the file (or else the game deletes it)
if you now launch the game SSR is disabled, which is very easy to verify as you will only see the lower quality Lumen reflections now with zero detail added by SSR.

the issue still remains if you do this.





let's see




brightly lit, singular light source, barely any parallaxing objects




barely any parallaxing. short compressed clip




low amount of light sources, slow camera pan, little parallaxing.


but speaking of Robocop. I could show you multiple spots in that game where the denoiser breaks. especially in some areas in the police station you get lots of boiling. I found a mod that fixes it somewhat in that game. similarly how I found one that somewhat fixes it in Silent Hill 2.

I never said every instance of Lumen looks as bad as the Mansion in Expedition 33. but what that mansion shows is what Lumen sadly can look like. but even in the best cases Lumen is still far behind any other RT implementation usually.
Lumen, as deployed in games, isn't designed for quality... but for perfomance. which is why its effectiveness is so spotty.

post a gif of the same spot I did... it's so easy to do...
I dont need to. I literally said that it does occur in that room but in that room alone.
The story just took me back to the mansion and i just did that. If you turn the camera around, the software lumen reflections caused massive ghosting. its specific to that room which has a glossy surface. you can see it around your characters which is typical of screenspace ghosting you see in every game. made worse here because the reflections are applied to every surface.

The problem is that you found the one instance of one game where Lumen breaks and you used that to say this about UE5:

UE5's typical ugliness does sometimes spoil the artdesign in this for sure. the dithered hair rendering, the low quality Lumen GI etc.
you essentially have to be an expert in using UE5 in order to make games not look broken at times. and only a very small handful of devs so far were able to do that.
every time I find out a game uses Lumen I flinch a bit in horror. every UE5 game has these issues to some degree or another. some devs work around it to make the issues not as extreme, but they are always there.
I actually could not believe my eyes when I saw the mansion for the first time... I fucking hate UE5.
thankfully most of the time Lumen doesn't look this awful in motion, but still, Lumen just always spoils games with it's low quality

You found one room of the mansion in a game thats primarily set outdoors to shit on UE5 and make broad claims about how this is typical, low quality, and need expertise in UE5 to get around something that you've literally only seen in one room of one game. When this is a game made by 30 devs straight out of college who in past generations would never have been able to make a game look this good without all the UE5 features like metahuman, lumen and nanite.

Just look at the Ghost of Tsushima trailer. If you want rasterized graphics, stick with sony first party. They dont seem to give a fuck about pushing the lighting forward.
 
Sucker Punch is a relatively small studio, so one might wonder if it's relevant for them to still use their own engine, as we know it takes a lot of time and resources to develop an engine to stay at the cutting edge of technology but there are always pros and cons to making an engine change.
Yes, but its still well over a 100 devs. In a studio thats over 25 years old. Took 5 years to make a last gen looking title. We are seeing what these recent college grads did with 30 devs with UE5. If I was working at Sucker Punch, id literally resign from shame.

The studio art director, engineering leads and other directors shouldve determined that they needed to switch the engine early on if they couldnt take advantage of any of PS5's biggest rendering features. As a first party studio with infinite money behind them following literally a 10 million seller, the ambitions shouldve been higher. DLC graphics aint it.
 
BTW, kingdom Come 2, Starfield, Avatar all have software based realtime GI. Avatar automatically switches to RTGI if it detects a RT based GPU, but has a software fallback. KCD2 and Starfield both use software based realtime GI just like software lumen.

This shouldve been the standard this gen. Especially since RTGI is so much more expensive.
 
UE5's typical ugliness does sometimes spoil the artdesign in this for sure. the dithered hair rendering, the low quality Lumen GI etc.
you essentially have to be an expert in using UE5 in order to make games not look broken at times. and only a very small handful of devs so far were able to do that.

these are on PC max GI and Reflection settings:

1wZfTNh.jpeg
QOIkVGf.jpeg

I actually could not believe my eyes when I saw the mansion for the first time... I fucking hate UE5.

thankfully most of the time Lumen doesn't look this awful in motion, but still, Lumen just always spoils games with it's low quality
Damn eyes
The Office Button GIF
 
This just pisses me off lol. These developers havent put out a game in 6 years and are posting dumb meme gifs like they are the shit.



And then they will cry when they get laid off or the studio gets shutdown.
 
UE5's typical ugliness does sometimes spoil the artdesign in this for sure. the dithered hair rendering, the low quality Lumen GI etc.
you essentially have to be an expert in using UE5 in order to make games not look broken at times. and only a very small handful of devs so far were able to do that.

these are on PC max GI and Reflection settings:

1wZfTNh.jpeg
QOIkVGf.jpeg
1EFK5YO.jpeg


I actually could not believe my eyes when I saw the mansion for the first time... I fucking hate UE5.

thankfully most of the time Lumen doesn't look this awful in motion, but still, Lumen just always spoils games with it's low quality
Something is clearly broken with your DLSS.
Just look at the straight lines on the music instrument. DLSS completes those lines perfectly for me. Also no dithering, all i have is the occlusion artefacts around the characters when moving around.
Overall the image quality with DLSS 4 at 1440P Quality is very solid for me.
I even have chromatic abberation and film grain on.
 
UE5's typical ugliness does sometimes spoil the artdesign in this for sure. the dithered hair rendering, the low quality Lumen GI etc.
you essentially have to be an expert in using UE5 in order to make games not look broken at times. and only a very small handful of devs so far were able to do that.

these are on PC max GI and Reflection settings:

1wZfTNh.jpeg
QOIkVGf.jpeg
1EFK5YO.jpeg


I actually could not believe my eyes when I saw the mansion for the first time... I fucking hate UE5.

thankfully most of the time Lumen doesn't look this awful in motion, but still, Lumen just always spoils games with it's low quality
i have to agree with some people here, you were also very negative of avowed and noise there too and I really failed to notice any problems that would actually cause me discomfort in 30 hours I've played so far

could it be possible there's a global unreal engine or DLSS config broken on your PC?
 
DF talking about Ghosts 2. Said that there is no rt shadows, rtgi, rt reflections, and they are effectively pushing last gen visuals with a higher draw distance. Also looks native 4k though they didnt do any pixel counting.

What a shame.
That's crazy to me how Sony went from being at the forefront of visual fidelity to lagging behind third party studios in just 5 years. Guerilla is the only studio still pushing the envelope.
 
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i have to agree with some people here, you were also very negative of avowed and noise there too and I really failed to notice any problems that would actually cause me discomfort in 30 hours I've played so far

could it be possible there's a global unreal engine or DLSS config broken on your PC?
Or maybe he is letting the NV app "optimize" the games :D
 
Something is clearly broken with your DLSS.
Just look at the straight lines on the music instrument. DLSS completes those lines perfectly for me. Also no dithering, all i have is the occlusion artefacts around the characters when moving around.
Overall the image quality with DLSS 4 at 1440P Quality is very solid for me.
I even have chromatic abberation and film grain on.

"it's fine on my PC"

sure man, sure
 
i have to agree with some people here, you were also very negative of avowed and noise there too and I really failed to notice any problems that would actually cause me discomfort in 30 hours I've played so far

could it be possible there's a global unreal engine or DLSS config broken on your PC?

so DLSS or UE5 is broken on my Series X?
DLSS is broken when I use TSR and XeSS?

no... I just hate Lumen and its artifacts.
it's fine if it doesn't bother you, but the issues are there. it has nothing to do with my PC, with DLSS or anything else.

Lumen is known for its low ray count and low quality denoiser. both of which are there because it's a performance oriented RT solution that wants to work on as many PCs as possible.

in Avowed it's usually fine, as long as you don't run too low of an internal resolution. which is why I would never use DLSS 4 performance mode in that game, even tho it does resolve geometry better than DLSS3 quality mode, as the low internal resolution of performance will shrink the already low ray count of Lumen even more.

I can demonstrate ugly Lumen GI boiling artifacts in nearly every game I ever played. it's just a matter of how obvious it is and how often it looks bad.
sometimes mods can fix it, sometimes they can't.

here's Ninja Gaiden 2 Black


and yes it also looks like this on Console
 
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It's them eyes and lighting. Maybe the face shaders are a bit on the weak side but every now and then you get this and you are like wtf. ND has more expressive faces for sure, their face animators are in a league of their own, but this is more photorealistic.

Bna5wBS.jpeg


hBEK4Rv.jpeg


6ncMVYq.gif
it looks good and all but all I see is metahuman
 
UE5's typical ugliness does sometimes spoil the artdesign in this for sure. the dithered hair rendering, the low quality Lumen GI etc.
you essentially have to be an expert in using UE5 in order to make games not look broken at times. and only a very small handful of devs so far were able to do that.

these are on PC max GI and Reflection settings:

1wZfTNh.jpeg
QOIkVGf.jpeg
1EFK5YO.jpeg


I actually could not believe my eyes when I saw the mansion for the first time... I fucking hate UE5.

thankfully most of the time Lumen doesn't look this awful in motion, but still, Lumen just always spoils games with it's low quality
looks like alan wake 2 on ps5. what the shimmering hell
 
looks like alan wake 2 on ps5. what the shimmering hell

yeah, but in that case it's mainly the low internal resolution.

but sadly Northlight does suffer from similar pitfalls as UE5. it too uses way too many dithered elements that need to essentially be reconstructed by TAA to look cohesive... the issue being of course that TAA takes a few frames to create said cohesiveness, so fast motion, camera cuts or disocclusion will showcase the issues.
it also doesn't help how low quality their Screen Space Reflections are.
 
Appearently Forspoken and Mario Kart World according to some folks:messenger_blowing_kiss:
Just tag me dude :p

Again I never said MKW was the best looking game ever. I simply said it's a very pretty game in terms of it's artstyle. It's also technically impressive aswell considering it's doubled the player count, the game has went open World and every facet of it's rendering pipeline has been upgraded over MK8D from character models, to textures, to lighting, to materials to power up effects to running at 1440p. Then it also has a 1080p/120fps mode. You have to be really cynical or more than likely a salty Nintendo hater to not give the game some praise. There are more artstyles than trying to recreate digital humans ;)

Marvel Rivals is the undisputed king of games with that sort of art direction. Check out the Invisible Woman or Emma Frost DLC outfits xD
 
Guys, I think I figured out Kevboard's real identity.

hqdefault.jpg

my real identity is: a human with functional eyeballs
which is why I can look at this and tell you that Lumen is the worst real time GI tech in the industry
(watch in 4K)

low ray count + low precision BVH:



Lack of Screen Space information when too far away as well as obvious light leak and denoiser boiling.



weird brightness changes due to lack of screen space information for secondary bounces, as well as specular highlights flaring up in the dark due to reflecting a bright cubemap while Lumen tries to react to the changing camera to fill the gaps where you see those white sparkles:



another example of reflection ghosting.

isgza4kg.png



one issue that happens from time to time with Software Lumen, is that some scenes just go full darkness due to the lack of screen space information for secondary bounces. you saw this partly in the third video above.
Once the screen space information is gone, the entire GI just blacks out as no primary light bounce is visible anymore for it to create ambient lighting.

 
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yeah Kevs got a point, I saw the same shit in my playthrough of Robocop. Takes a couple of frames for the noise to clear up, but it's definitely there.
 
yeah Kevs got a point, I saw the same shit in my playthrough of Robocop. Takes a couple of frames for the noise to clear up, but it's definitely there.

there are some ini tweaks online that can clean it up a bit in Robocop. however it's not perfect either way. it will also impact your framerate. I think the mod is called Ultra Plus. I think it speeds up the accumulation and tweaks some other stuff that make lumen a bit more stable.

what you can also do as a very minor fix I found is add the following to your engine.ini file
%LOCALAPPDATA%\RoboCop\Saved\Config\Windows\engine.ini

[SystemSettings]
r.Lumen.Reflections.Temporal=0
r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated=32

add all 3 lines at the bottom and save. this reduces boiling a bit, makes it react a bit faster, and reduces reflection ghosting a little
 
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This is one of the best looking UE5 titles, I don't really know what they doing by showing bullshit unimpressive gameplay few months ago when they have segments on the the game that looks like this
 
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This is one of the best looking UE5 titles, I don't really know what they doing by showing bullshit unimpressive gameplay few months ago when they have segments on the the game that looks like this


it doesn't look like it uses Lumen... that might be why. but there's a lot of compression there (can't do much about that on youtube sadly) so it's hard to fully judge.
I hope I get a beta invite tho, looks interesting. even tho I expect issues with it being third person as that makes camping around corners ridiculously OP.
 
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