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Implement real time ray tracing #14
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ray tracing is something that must be integrated into the core of the game before compiling it. Lumen is the intermediate solution, in fact it is another type of ray tracing. Text extracted from unreal documentation>
the use of pure ray tracing excludes users who do not have an Nvidia card, however thanks to Lumen a unreal technology it is possible to use ray tracing for everyone. |
I will also add, that Lumen do support hardware RT: |
In console you can't use "=", simply replace it with a space to change things in the runtime, but that most likely won't change anything without more under the hood changes |
I have corrected the console input, if it seems to do something when you activate it the game does a little pause and reloads the reflections. In terms of performance impact, in the test area I have it stays stable at 144fps and with hardware raytracing the gpu usage goes up to 99-100%. If I set it to zero it remains at 144fps but the gpu usage drops to between 90 and 98 which gives me to understand that if the gpu usage increases when activated it works but visually I can't find any difference. |
Well, I got the idea about different visuals from this post, it may not be the case with Satisfactory and can be local settings in unreal demo. You can also play a bit with other settings that autocomplete shows to you, when you type |
r.lumen.hardwareraytracing 1 does run smoother and looks cleaner (less dithered shadows) on a 4070 at least. |
That's a really long shot, who knows if it's even possible
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