SlimySnake
Flashless at the Golden Globes
It's more work but not that much more work. I have posted some youtube videos of UE5 editors where you can see how developers go about enabling and disabling lumen. Yes, baking out lighting is an extra step. yes it will require extra space. yes, it will require fallbacks to be implemented. Yes, its probably not ideal for games with day night cycles, but game developers have been doing this for generations. You mentioned AC shadows, they did it and they have so many different time of day, season and weather to account for. Games like high on life 2, mgs delta and expedition 33 do not have day night cycles. hell, i cant think of a single UE5 game out at the moment that has a day night cycle. edit: i was just told avowed and outer worlds had a day night cycle, but so many other UE5 games dont.I usually agree with you on most takes, but to just say bake your lighting as if it's just a quick stage is baffling. It's not that simple even for a static game, what about when they have dynamic time of day, weather, dynamic environments etc. Ubisoft did a whole presentation on how much more work it was for static lighting in AC Shadows and that's a massive studio. Smaller studios either need to start with baked lighting from the start and plan their design around it or go with dynamic lighting and accept the performance cost. To just say oh they can just bake it in quickly is crazy. Wukong only adding a lumen disabled option a whole year later is clear evidence of that.
I play these games at 4k dlss quality on my PC. Low resolutions like 720p with TSR are not a problem for me. But at some point, a developer has to make some common sense decisions. You can have all the fancy ray tracing in the world but if its running at 720p, why bother? Either lock it to 30 fps or work on a non ray tracing solution to get 60 fps. Several UE5 games have done this recently. Split Fiction, Reanimal, Arc Raiders isnt using nanite. Phantom Blade zero isnt using Lumen or Nanite from what DF could tell. It looks stunning regardless. Great lighting that looked lumen caliber to me. Asset quality that looked nanite quality.
You mentioned Wukong, it doesnt work because devs never bothered to bake in the lighting. they just removed lumen without any kind of fallback. I am not seeing its not more work, im saying it shouldve been part of the development when they were lighting the game. You can watch youtube videos on this. Devs still have to place invisible light sources and what not to light each room since Lumen, especially software lumen cant offer precise results like path tracing can. Hell, the latest versions of UE5 can even bake in lumen reflections. What I am saying is that they can take that pre-lit version and bake that out into light maps that can then be shipped with the game for the 60 fps mode.
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