Lumen BLEW My Mind Satisfactory Update 8 Comparison

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this is it satisfactory update 8 is finally here and I have to say my mind is blown it is truly blown at the new Dynamic lighting Lumen brings to the game so I thought what better way to show off Lumen than by showing a before as well as after shots of various factories that we've worked on previously also I should mention that firstly the system that I'm using is an RTX 3070 graphics card with an i7 10 700 CPU and 64 gigabytes of RAM we're also using ultra settings on everything here you can see that we're going to go to cinematic and also illumination Reflections on and the changes are astounding so let's jump into this and show you what we've got also I don't have mods anymore obviously so we are having to cope with different types of lighting but I guess that's kind of good because it's going to show show you just how big the changes are here we have our residual plastic Refinery setup we're still working on it and you can see we've got lighting within this glass box this just made me well up on stream when I first saw it because it is so incredible going from this to this just looking at the lighting inside shining down it's so different one thing that I should mention is this is all outside so you're getting the benefit from all the natural lighting as well as the ones that we've built when you're inside a factory you find that the majority of the time it is incredibly dark unless you've got lots of Windows or lots of lights and signs so I will show off some of them as well but let's move on to the next one I think a big change that's going to come with this is the way that people try and highlight sections of the build using things like up lighting here's one of my new conveyor designs but one thing that I'd like to point out is the lighting that's facing down on the conveyor at the moment you can't see it however Lumen really does change it up looking at this we'll be able to see the items unfortunately I haven't got anything on there but if they're a large item you'll be able to see the lighting reflect off those items as well one thing that I would highly recommend doing if you are in Unreal Engine 5 and you're using Lumen is to disable for the majority of the time unfortunately we can't pick well we can pick and choose when but to disable the fog because you're going to see a huge difference between what is the previous graphics and if we jump over to Lumen now you can see just how dark this is I love seeing the light come in but it definitely does need some lighting and the thing is the signs now only show the lighting when we get close so if we jump out now and walk towards this area you can see how this is now lighting up and looks absolutely fantastic however you can't see that from further away and I think this distance is to do with how they've rendered the signs now so they have changed the way that they've rendered the signs from my understanding originally what would happen is that the signs once they've been placed they would constantly be showing on the map it doesn't matter where they are and that's how a lot of us got lot issues and that had lots of performance loss originally in update seven update six um ever since we've had these sounds now they only render whenever we're in distance and obviously the closer we get the the lods that the lights actually start working which means we get some incredible shots like this however you can't see them further away I've only just started using lights in my save so I've just placed these up to to give you an idea as to how this looks now before everything was lit up it gave us a little bit of detail and we could play around with the positioning of the lights using beams but now there is definitely a requirement for using lights within pretty much any structure it doesn't matter if you're using the proper lights like this or the signs but you are going to have to use them otherwise you're going to be running around with your flashlight you absolutely can use natural light in your save with the use of windows but as you can see it's still going to be much darker and you do have to also bear in mind where your builds are going to be you're going to want east facing or west facing Windows here we have the sun coming up in the West and setting in the East I know it's uh confusing but you can see the light here is only just coming through you can see it moving slightly it's lighting up very little and in the next Factory I had planned to let the light come in from the windows on the right hand side and then just use a little bit of lighting to really make this section of the build Stand Out unfortunately because the windows are south facing the lighting doesn't work as intended as you can see here the light just isn't flooding in the way I anticipated it and so it's still very dark which is why we've had to add extra lights looks cool now but not what I had in mind here we have another set of refineries and with it being such a big space I found that a lot of the light was just being sucked out of it that we were using and so it was all very dark so I ended up adding the flood lights that you can see here and it's made all the difference in Lumen as you can see we can use that to really just pick out all the bits of details on the refineries and it really is just mind-blowing the change this little update has brought the game in terms of the Aesthetics for me at least the downside of course is that the inside of our Mega Factory here is just so dark that I'm going to be spending hours just working on this in fact I've been thinking of actually tearing all this down seeing as it's all made out of blueprints it should be much easier than doing it piece by piece but I didn't forget using Lighting on my storage facility which you can see here this is actually available on our patreon page as a bonus if you do want to get your hands on this I also show you how to make this in our storage let's play but my goodness me I cannot get over this I'll put a link to the Let's Play video above now just so that you can check it out but my goodness me this is mind-blowing I I I'm I'm using the same words each time but it really is there's there's nothing that really compares to this you may also remember this one from our previous let's play where we took a similar approach in fact this is where we got that idea from and yes it's much darker and maybe we've added too much light here given Lumen but it still looks freaking awesome what's interesting to me though is that we've still got light coming through the walkways so it looks like the T walkway still allows light to pass through I definitely feel that cyberpunk buildings are going to take more of a precedent in satisfactory now given the changes here speaking of which let me know if you're planning to do a cool build in the comments below I'm definitely thinking at the moment that factory tours are going to be making a big comeback on the channel but I do think we're going to have to give people a bit of time for that because it is such a huge difference to the lighting that's going to take a lot of work from people to change their factories up for that by the way the music that you're currently listening to is our own music if you do like it if you like the chilled Lo-Fi Tunes then do check out my Spotify page I'll put a link to that below it's copyright free if you're interested in using it yourself and I must admit I'm going to be listening to it a lot while I'm working on all my factories updating the lighting now this one here is my update 4 come update 5 save it's probably the biggest one that we've got and you can see there that we're barely scraping 30 FPS before we put Lumen on turning on Lumen I'm surprised that All Things Considered we've only lost a few FPS in total though there is some interesting artifacts happening on screen as you can see with the constructors blurring there I should also mention that there have been trees cropping up all over the place also new rocks surprisingly over where my main base is at the moment I don't know what we're going to do about that because it's going straight through a train when it comes to using lumen in your saves if you are going to be using them you're going to want to really consider how you're going to light them from the get-go definitely plan it through because you can see everything is going to look so much darker I was particularly pleased about this section of the build when I first built this and I think this is the the first section inside a factory with lighting where I actually prefer the prior to Lumen build as you can see here it is just so much dark and we lose all of the details that we had previously but I guess All Things Considered I am incredibly happy with the update I know there are people who aren't but this is just showcasing the changes in terms of lighting if you want to use Lumen if you would like to see a tour of my factory my current factory at 250 hours in do let me know in the comments below here you are here's the rocks that I was on about where did these come from what am I gonna do with this I'm gonna have to rework half the blooming Factory oh well regardless uh why not check out my video on design tips next but guys we are going to leave it there special thanks does go to all of our amazing supporters on patreon most notably our soloclips patrons James Owen five lesson treble as well as our Lunas the Calamity Ben star Shoku the Yemen wolf and that dude aw as well as our blood moon of the day which today is Sultan husky until next time as always ciao for now
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Channel: TotalXclipse
Views: 87,282
Rating: undefined out of 5
Keywords: Satisfactory Update 8, Satisfactory Update 8 lumen, Satisfactory gameplay, Satisfactory update 8 changes, Satisfactory Lumen, Satisfactory Unreal engine 5, Satisfactory Update 8 gameplay, Satisfactory Totalxclipse, Satisfactory, Satisfactory U8, Satisfactory unreal engine 5 update, Satisfactory UE5, Satisfactory Lumen comparsion, Satisfactory lumen changes, Satisfactory graphics, Satisfactory news, Totalxclipse, Satisfactory Update 9, Satisfactory UE comparison, Satisfactory UE
Id: mtY1LI2cNx8
Channel Id: undefined
Length: 10min 52sec (652 seconds)
Published: Wed Jun 14 2023
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