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Appreciated. couldn't find a good answer anywhere.
Meanwhile he put 1,200+ hours into Risk of Rain 2 and its low poly art style that looks like it's from 2006
Yeah, I'm a bit confused, also I just realized, what type of RT do they even want because people know their are different types of RT that devs implement right?
Like a lot of games just have ambient occlusion, and as good as it is its not crazy enough to actually care about. Even RT reflections aren't that interesting if a game doesn't have any or enough reflective surfaces.
The tech used is just a means to an end, what's important (visually) is what it LOOKS like, not what tech they used.
Software lumen is very crude compared to real hardware Ray tracing. It relies on screen space reflections with an extremely crude ray traced fall back for off screen reflections. It also uses a very low ray count for GI resulting in blotchy, unstable lightning with lots of bleed and errors.
It's better than UE4's notoriously terrible lighting, but let's be honest, it's still pretty ugly. Unreal and good lighting are a pretty rare combination.
I wouldn't say it's awful, but I agree it adds a lot of noise and blurs to the image, even reducing texture depth. As you mentioned, turning the Lumen settings (global Illumination and reflections) from epic to high fixes this, bringing clearer and sharper image quality. Regardless, the game's aesthetic and visuals are still stunning.