Satisfactory

Satisfactory

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hardware RT lumen
is there some ini settings hack to force hardware RT as i have nvidia
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Showing 1-13 of 13 comments
Verios44 Sep 22, 2024 @ 5:20am 
Not to my knowladge.

Also this is a CPU and memory hungry game. Id expect RT would become more of a performance detractor in the long run.
eRe4s3r Sep 22, 2024 @ 8:14am 
you can add stuff to engine.ini
sg.GlobalIlluminationQuality=3 = normal lumen
sg.GlobalIlluminationQuality=4 = RT lumen

r.AOGlobalDistanceField.MinMeshSDFRadius=14 = fixes signs not casting proper light which is how you can run lumen at quality level 3 and still have good GI

Performance impact of quality level 4 is insane though
Last edited by eRe4s3r; Sep 22, 2024 @ 8:19am
ConflicT Zv Sep 22, 2024 @ 8:32am 
Originally posted by eRe4s3r:
you can add stuff to engine.ini
sg.GlobalIlluminationQuality=3 = normal lumen
sg.GlobalIlluminationQuality=4 = RT lumen

r.AOGlobalDistanceField.MinMeshSDFRadius=14 = fixes signs not casting proper light which is how you can run lumen at quality level 3 and still have good GI

Performance impact of quality level 4 is insane though

Does the lighting changes affect every machine? I loaded up my old saves which uses a lot of 3m and 4m signs for lighting and they looked the same as they did in update 8. I had heard that 1.0 changed how lumen works and saw a few screenshots, but in game, it looks fine to me.
Mika Sep 22, 2024 @ 8:41am 
When I use GI my RTX starts crying. In Medium quality the use of GPU is barely noticeable, but in High it seems like it's going to fly away.

More than GI I would prefer reflections and shadows. SSR are not bad but it's annoying that an inch on each side of the screen doesn't show any reflection, creating a strange effect. The shadows, even if set to Ultra or Cinematic, the cascade shadows are too close to the player and at more than ~20 meters they no longer exist.

Maybe from the Engine.ini I can increase the distance of these shadows.
Last edited by Mika; Sep 22, 2024 @ 8:44am
eRe4s3r Sep 22, 2024 @ 9:46am 
Originally posted by ConflicT Zv:
Originally posted by eRe4s3r:
you can add stuff to engine.ini
sg.GlobalIlluminationQuality=3 = normal lumen
sg.GlobalIlluminationQuality=4 = RT lumen

r.AOGlobalDistanceField.MinMeshSDFRadius=14 = fixes signs not casting proper light which is how you can run lumen at quality level 3 and still have good GI

Performance impact of quality level 4 is insane though

Does the lighting changes affect every machine? I loaded up my old saves which uses a lot of 3m and 4m signs for lighting and they looked the same as they did in update 8. I had heard that 1.0 changed how lumen works and saw a few screenshots, but in game, it looks fine to me.

The change to the r.AOGlobalDistanceField.MinMeshSDFRadius (default is 20) reduces the amount of visual noise at GI level 3 ("High with no RT") that is caused by the light from signs not emitting enough light in small enough steps - and the larger this stepping the more visual noise. Basically, if you want this not look unstable as all hell

https://steamcommunity.com/sharedfiles/filedetails/?id=3335615790
https://steamcommunity.com/sharedfiles/filedetails/?id=3335933567

You gotta change that setting - screenshots sadly don't show the impact really... but eh

A fix for shadows/reflections sadly eludes me though ~.+
And even more than that, I wish we could somehow tune the shadows on those desert dunes...
Last edited by eRe4s3r; Sep 22, 2024 @ 9:55am
Angry marines Sep 22, 2024 @ 10:18am 
Originally posted by eRe4s3r:
you can add stuff to engine.ini
sg.GlobalIlluminationQuality=3 = normal lumen
sg.GlobalIlluminationQuality=4 = RT lumen

r.AOGlobalDistanceField.MinMeshSDFRadius=14 = fixes signs not casting proper light which is how you can run lumen at quality level 3 and still have good GI

Performance impact of quality level 4 is insane though
i dont understand how RT is worse especially on nvidia that has good RT
shouldnt software be far worse in performance
Lawn-Mower Sep 22, 2024 @ 1:44pm 
Originally posted by Angry marines:
Originally posted by eRe4s3r:
you can add stuff to engine.ini
sg.GlobalIlluminationQuality=3 = normal lumen
sg.GlobalIlluminationQuality=4 = RT lumen

r.AOGlobalDistanceField.MinMeshSDFRadius=14 = fixes signs not casting proper light which is how you can run lumen at quality level 3 and still have good GI

Performance impact of quality level 4 is insane though
i dont understand how RT is worse especially on nvidia that has good RT
shouldnt software be far worse in performance
It's mislabelled, those settings are not lumen and RT, they're number of light bounces. 4 was the old 'Cinematic' GI quality in u8, 3 is High. There is no true raytracing support.

If you want to tinker with reflections, try:
[/script/engine.renderersettings]
r.Lumen.Reflections.Allow=1
r.Lumen.Reflections.SmoothBias=1

Play around with the last one for buryness/crispness..

To get 3+4m label signs emitting light try (the number can be lowered as far as to 1 for improved quality, but it's not substantial, but nor is the performance hit):
[SystemSettings]
r.AOGlobalDistanceField.MinMeshSDFRadius=14

But again, it's all still software lumen.
Last edited by Lawn-Mower; Sep 22, 2024 @ 1:55pm
eRe4s3r Sep 22, 2024 @ 1:47pm 
Originally posted by Lawn-Mower:
Originally posted by Angry marines:
i dont understand how RT is worse especially on nvidia that has good RT
shouldnt software be far worse in performance
It's mislabelled, those settings are not lumen and RT, they're number of light bounces. 4 was the old 'Cinematic' GI quality in u8, 3 is High.

Ah, thanks for explaining ;) But why is 4 so infinitely much worse in performance?
Lawn-Mower Sep 22, 2024 @ 1:52pm 
Originally posted by eRe4s3r:
Originally posted by Lawn-Mower:
It's mislabelled, those settings are not lumen and RT, they're number of light bounces. 4 was the old 'Cinematic' GI quality in u8, 3 is High.

Ah, thanks for explaining ;) But why is 4 so infinitely much worse in performance?
Because there's infinitely more calculations to perform ;)
Daniel Sep 28, 2024 @ 6:47am 
Do we know which setting affects why nearby signs no longer emit light when facing away from the player? Having a downward-facing sign below a glass floor no longer has any effect on walls and items below unless the player is also down below the floor looking up.
Last edited by Daniel; Sep 28, 2024 @ 7:02am
Steve10393 Sep 28, 2024 @ 7:06am 
Originally posted by Mika:
When I use GI my RTX starts crying. In Medium quality the use of GPU is barely noticeable, but in High it seems like it's going to fly away.

More than GI I would prefer reflections and shadows. SSR are not bad but it's annoying that an inch on each side of the screen doesn't show any reflection, creating a strange effect. The shadows, even if set to Ultra or Cinematic, the cascade shadows are too close to the player and at more than ~20 meters they no longer exist.

Maybe from the Engine.ini I can increase the distance of these shadows.

the distance on shadows is kinda comedic - in my late game "city" it's like they only extend about 30 meters in front of me - might as well not even have them.

-12900ks 6000mhz ram 4090
Lawn-Mower Sep 28, 2024 @ 2:01pm 
Originally posted by Daniel:
Do we know which setting affects why nearby signs no longer emit light when facing away from the player? Having a downward-facing sign below a glass floor no longer has any effect on walls and items below unless the player is also down below the floor looking up.
r.AOGlobalDistanceField.MinMeshSDFRadius=14
Will bring back 3+4m label signs and portrait signs. Haven't been able to resurrect the others yet.
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Date Posted: Sep 22, 2024 @ 5:17am
Posts: 13