Unreal Engine 5.4 New Lumen Settings

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hey what's going on y'all Jay from JS films and welcome back to Unreal Engine 5.4 now this time around we're going to be taking a look at some new Lumen reflection settings that were added in 5.4 preview so that being said we're here in the Neo cyberpunk Tokyo scene from Le artist I just have a character in the car to kind of showcase this a little bit better so if you go to our postprocess volume here on the right I already have it selected and if you select Lumen first of all one big change in 5.4 right now you're going to notice that deprecated rate tracing is no longer in this drop down all right so that's gone that's been deprecated since 5.1 but used to be right here which is the Standalone that's gone from this drop down now for the new settings to kind of take a fact like we've mentioned before you need Hardware R tracing so I'm currently using a laptop so I might be a little bit laggy here so I apologize for that so right now we have Lumin Reflections the quality has been there the R Lighting R Lighting mode that's been there since 5.3 uh screen traces is new I have this set to disabled right now the high quality transluc Reflections we've already had this we've had this already before here's a new setting Max roughness to trace Max reflection bounce we've had before this one right here the max refraction bounces this is new so that's what we're kind of play around with it here in a little bit so let's go ahead and start cranking some settings here so you can see the difference um if I turn on Max refraction bounce what this is going to do is include the refraction in the calculation if you set this to more than zero so to kind of show that I'll set this to one and immediately you're going to notice that my signs right here that it just kind of got a little bit brighter because it just got now included in the calculation all right so now this right here you're going to have to play around with because I don't know if you're going to want that effect granted you can probably tweak it in the material it's kind of tone it down a little bit but automatically you're going to notice that yes we're getting more Reflections on the car but our our signs are starting to blow out so if I go again to lit and Reflections you're going to see this even more so so if I press zero you're going to see that our sign in the back are not included in the reflection Lumen system if you will but as soon as you SW that to one you're going to get a bunch of Reflections coming to your scene but in the cost of some of them looking a little bit odd all right so if I set that to two this is really going to even include a little bit more right here on the top left corner I don't know why my mouse is kind of buggy but again this is a setting that you would probably want to be careful about and just do some tests this is why I'm doing this right now to kind of just test it out now the next setting we going to be take a look look at is the max roughness to trace now this setting right here is similar to the deprecated reflection setting the Standalone rate tracing Reflections basically what this is going to do the higher the setting that you use the default is 04 the higher the setting the more of your scene is going to be calculated the more GPU is going to use with this one again I tend to kind of play around with this value here cuz to me not everything needs to be calculated sometimes so to demonstrate this I'm going to set this to zero and what that's going to do is is going to make your scene look like poop because it's not using Lumin Reflections on everything that you see in here so if I go to Reflections lit it looks dull right but as you go to like 0 five now you're going to get some Reflections in there because now you're saying hey include this material this model model into the calculation so if I go to LIT see my mouse is not showing up so again if I go to the reflections we're going to see this a lot better so if I go zero nothing 0.1 we're going to start including some of the assets meaning the the texture material roughness we're starting to include so the more we bring this up the more it's going to gather that data the more it's going to use and you can go to like one if you want to or two whatever play around again it's just going to use a lot more of your GPU here now the max reflection bounces we've already covered this a long time ago but now when you start adding a second bounce in there you're going to see right here it's starting to look nice turn this off turn this on and now if I set the quality to four now we're getting some nice good Reflections in there and finally we have our final image here so again if I set the max roughness to tr to the default point4 you're going to see our scene is going to get darker cuz it's not including the uh scene right here on the right side under the FPS sorry my mouse is kind of wigging out right there so you're going to have a lot more settings to play around with obviously but all of these new settings combined together were would eventually give you a better result right now again if you're trying to run a game run this in runtime all the settings I'm using here are for like cinematics rendering animation or whatever um but again play around with it yourself if you want yeah but that's pretty much it for this video I just want to showcase the new settings in a real engine 5.4 preview one when it comes to Lumin Reflections that said let me know what yall think and I'll see youall on the next one peace out
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Channel: JSFILMZ
Views: 16,763
Rating: undefined out of 5
Keywords: Unreal Engine 5.4 New Lumen Settings, why unreal engine 5.4 is a big deal, unreal engine 5.4 new features, ue5.4 new features, whats new in unreal engine 5.4, unreal engine 5.4 preview, unreal engine 5.4 state of the unreal, unreal engine 5.4 gdc, ue5.4 marvel 1943, ue5.4 gdc 2024, unreal engine 5.4 nanite tesselation tutorial, unreal engine 5.4 nanite tesselation, ue5.4 nanite tesselation, ue5.4, nanite tesselation 5.4, unreal engine 5.4 matrix demo with high quality reflections
Id: c1xHe9WIpEY
Channel Id: undefined
Length: 5min 56sec (356 seconds)
Published: Thu Mar 21 2024
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