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I also added
The result is night and day compared to the default settings.
https://steamcommunity.com/sharedfiles/filedetails/?id=3246906640
Good to know that my setting stuff was helpful in figuring out ways to mess with UE5 config files. Used to do this with UE4 games when those ones were bottlenecking performance as well.
Perhaps someone will know what cvar does what and can put a 'Epic' setting that doesn't cripple performance. Or even cvar that tunes lumen to be much weaker, or enables similar visuals without the performance loss.
I have a 7900 XTX and it's amazingly shocking this game manages to make it run at 25 fps when all the lighting was vanilla/default on maxed settings when it launched.
I'm more surprised in many UE5 games, they give you a toggle nanites/lumen on/off...
But no calibration for the 'scope' of how you want them to work.
These features has 'target FPS' in their code, which is 30 or 60.
If your FPS is above 30 or 60 fps, it will increase it's graphical workload until your fps becomes 30 or 60 (depending on the desired resolution, 4k for 30fps, and 1080p for 60fps).
The industry is basically figuring out ways to make you spend more money basically on upgrades.
https://www.reddit.com/r/FortNiteBR/comments/18gxb5t/optimizing_chapter_5_nanite_and_lumen_at_high/
https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-lods-test-results-fix-your-documentation-epic-youre-dangering-optimization/1263218
Looks like this developer who complains about the flaws of Epic's features is being ignored by the industry as usual. I saw his forum thread since Remnant 2's launch as Nanites was causing massive FPS loss.
Epic does not care about consumer PC performance.
Lets say you wanted Lumen to work for reflections but don't want anything crazy.
https://steamcommunity.com/sharedfiles/filedetails/?id=3248182380
Even with lumen turned off btw, I can see reflections from a distance but not when up close, as some sort of fog blocks it out.
EDIT: Resetting my graphics to vanilla, it looks like the same thing happens when reflections is set to medium or low.
Changing GI or Effects causes the reflection to look weird.