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Fordítási probléma jelentése
No, but you can simply edit your ini files!
Put the following in your engine.ini but dont cry about framerate ;o)
r.Shadow.Virtual.Enable=1
r.LumenScene.DirectLighting.VirtualShadowMap=1
r.Shadow.Virtual.Cache=1
And if you wish to burn-in your GPU, the add
But I can't shake the impression that the game wasn't developed with Lumen in mind from the start. Otherwise, the level layout could have been planned differently so that the natural light of the sun could shine better into the corresponding locations and thus lumen could be displayed better.
Scene lights are used everywhere, which do not produce such a good globe illumination effect and the associated ambient occlusion as one is otherwise used to from lumen.
I'm also a little disappointed with the implementation of Nanite. I was hoping that you would be able to clearly see distant levels. But no, these are still displayed, sometimes very clearly, in very low poly or sometimes disappear completely in the distance. Yes, the fortress at the top of the mountain is almost always very detailed. But if you look down from above towards the swamp, you wouldn't think that there is a level down there.
Only when you look up from below can you get an idea of where you are and then, with a lot of imagination, you can see where you were when you're back up on the mountain.
Every patch now also says “shadow-casting objects reduced, without loss of quality”. Are you kidding me? Are you serious when you say that. They probably remove the setting that these objects cast real shadows and replace it with SSS screen space shadows. But now you see disocclusion artifacts all the time. It's really bad to see with large flags because they also move. If at all, you should only use SSS for static objects.
It's also a shame that VSM aren't included by default. With VSM activated, the ugly SSS become even more noticeable.
The image is also completely oversharpened. I had to deactivate that first using the UE's tonemapper. Unfortunately, the textures in the game also appear to be over-sharpened.
...
I like the game despite its flaws.
But I would have hoped for a little more from the presentation.
GI 4 doesn't make (that much) difference.
GI doesn't look as good as in other UE5 games like The Talos Principle II.
It's because how the developers use the lights.
And DLSS performance, right?
No FPS drop with just:
r.Shadow.Virtual.Enable=1
r.LumenScene.DirectLighting.VirtualShadowMap=1
r.Shadow.Virtual.Cache=1
sg.GlobalIlluminationQuality=4
That made my FPS drop from locked 100FPS to 56-60FPS lol