@@makeitinunreal Depending on your microphone, in the windows sound settings under recording -> properties -> advanced - you might be able to set your microphone to " 1 channel". That way its impossible to forget to fix this in post.
@@Dhieen I can open blender for example and use 1000's of light sources with no issues. As anybody else, because blender is free. Yet i don't see it casing any issues. Even by beginners, if anything they underuse light.
@@arturpak2787 Yeah, for example you cannot use Megalight if you don't activate hardware raytraced. Also it seems there is an incompatibility with distance field shadows and other stuff
Tbh, that was my reaction when I first saw Nanite and Lumen as well. Both come at the cost of requiring relatively new hardware (as does Megalights). Lumen showed itself to be extremely maleable in terms of performance cost, to a point where from my indie dev perspective, it's always worth "sacrificing" a little bit of minimum specs, which often represent a small fraction of the revenue, in exchange for not having to deal with light baking and getting a substantial visual boost. Nanite showed itself to be very project-specific (in my experience at least) and I believe Megalights will follow that path as well.
For those like myself that use UE for Cinematics, if you look at the popup-help @ 00:22 you should take notice that RAYTRACED SHADOWS are disabled for any lights with MegaLights enabled.
It looks better when you programmatically set some lights to Not Allow and some lights to Allow, that way there's no ghosting under your animated character. If 99% of lights are mega lights and 1% of lights are normal lights, ghosting is gone
So what does happen if I use a directional light? There's just no performance benefit or UE simply won't let you? As much as I would love the fps but everybody needs some sunlight
@@PuniieGodx - That part I understand. Let me re-phrase my question. As I add lights to my scene, what's your gut-feel as to when MegaLights should be considered to be enabled. After I have 100 lights in my scene? 200 lights?, etc. Just wondering if you've done any testing that tells you - "yeah, once you hit about X number of lights in your scene you should probably start thinking about enabling MegaLights."
@@John_atCTS it all depends what kind of light you wanna add i think moveble lights are tougher than other lights if im not mistaken but me personally once 5.5 is out im gonna enable this feature all the time even with less lights just for the performence alone
basically no impact. It's a hardware raytracing trick, if you change the origin of the light it isn't gonna slow down the algorithm. Now if you move all 1 thousand, *maybe* you'll see the GPU's cache miss a bunch and find some stutters, but I doubt it with unreal's pipeline.
I wonder if megalights could also increase the fps with direct light (sun) and just a few point lights in a scene even a little bit as that is how I think most game/archviz scenes are set.
@@QuakeProBro I have not found a lot of information about megalights, does it only work with lumen? Edit: I checked it , and it does work without lumen
The gotcha is the very fuzzy temporal shadow artifact you can see below the player when they move around. Its fairly minor here as there are a lot more lights to kinda cover for this but in a scene with a single light where either the light or an object moves fast you will run into temporal artifacts.
@@Tech-is1xy That doesn't mean it is supported or ready in the engine. All of this needs to run on Vulkan which is still in experimental. 5.5 just got a good Vulkan update, but Epic don't even consider it beta yet.
Yeah, the long answer is while there might be some support for ray tracing in mobile hardware, this feature is really demanding and reliant on ray tracing that even if a device could technically support it, the performance and visual quality wouldn't be worth putting in the effort to support it.
I really don't recommend Unreal for any kind of mobile development. I benchmarked physics with moving character components, static meshes, animating characters, lit and unlit, different resolutions, shadows on and off and at different qualities, and a bunch of optimization logs and enables / disables. I had a really awesome week setting that all up in Unity and collecting the data from my devices. I spent a single day in Unreal porting that over and a few things happened: 1. I spent way too much time finding esoteric hidden commands in random UA-cam videos / Livestreams - no these didn't have auto complete and when I googled them I couldn't find them even with the exact command 2. I found that there's a lot of obvious malpractice advice given to mobile devs because Unreal devs - Epic or otherwise - are the blind leading the blind 3. Setup in 5.4 is massively improved 4. I couldn't get more than 30fps out of my mid-spec device with a benchmark that was actually running at a significantly worse quality than my Unity benchmark at the lowest settings because out of the box Unreal apparently decided - correctly - that my device couldn't handle native res. Unlit, 20 - 40 characters, no shadows and everything disabled, 33.3334 percent resolution, no characters moving or animating. Unity got 200 moving, animating characters in a lit scene with self-shadows but no cast shadows at 60fps Do whatever you want, but I've used Unreal since UE3 and literally never made anything in that entire time because my fully working prototypes that were fun and playable always ran into issues that came down to lack of information and lack of implementation. The engine is never ready. The further you dig into it, the more and more obvious that the whole thing is a paper tiger attached to pleasant production tools.
My left ear enjoyed this
lol
Apologies :) Was in a bit of rush to get the video out, i'll make sure to include a right ear next time :)
My right ear was engjoying and I've just realized I've misplaced the speakers xD
@@makeitinunreal Depending on your microphone, in the windows sound settings under recording -> properties -> advanced - you might be able to set your microphone to " 1 channel". That way its impossible to forget to fix this in post.
@@makeitinunreal can my rx 6400 run games with megalights implementations? at 30 fps?
Very cool. This program is just amazing.
Nice
Im afraid now alot of beginners will put a ton of lights in their scene thinking it will Be better but it will just be a mess of lights
I mean it doesn't really happen in 3d art rendering where you can put as much lights as you want on the scene so i doubt it
@@IstyManame what
@@Dhieen I can open blender for example and use 1000's of light sources with no issues. As anybody else, because blender is free. Yet i don't see it casing any issues. Even by beginners, if anything they underuse light.
That's a beginner issue.
Any developer know that thousands of random lights are useless in a scene.
That’s what beginners are supposed to do. It’s called learning.
Big thanks for this video.
Glad it was helpful!
This is incredible
it can't be that simple dude, what is this sorcery
I'm sure there are many pitfalls associated with this innovation. It can't be that simple.
@@arturpak2787 Yeah, for example you cannot use Megalight if you don't activate hardware raytraced. Also it seems there is an incompatibility with distance field shadows and other stuff
Tbh, that was my reaction when I first saw Nanite and Lumen as well. Both come at the cost of requiring relatively new hardware (as does Megalights).
Lumen showed itself to be extremely maleable in terms of performance cost, to a point where from my indie dev perspective, it's always worth "sacrificing" a little bit of minimum specs, which often represent a small fraction of the revenue, in exchange for not having to deal with light baking and getting a substantial visual boost.
Nanite showed itself to be very project-specific (in my experience at least) and I believe Megalights will follow that path as well.
For those like myself that use UE for Cinematics, if you look at the popup-help @ 00:22 you should take notice that RAYTRACED SHADOWS are disabled for any lights with MegaLights enabled.
Thanks, I should have been clearer about that in the video, I have updated the description with its current limitations
@@makeitinunreal - Thank YOU for doing the video. It was really informative!
That sucks
It looks better when you programmatically set some lights to Not Allow and some lights to Allow, that way there's no ghosting under your animated character. If 99% of lights are mega lights and 1% of lights are normal lights, ghosting is gone
obrigado! ajudou d+
jeez impressive. Im so happy I switched from Unity to Unreal :)
Thanks for the video.
FYI, the audio of your video is not in stereo (neither in mono) as the audio is on the left side of earbuds.
So what does happen if I use a directional light? There's just no performance benefit or UE simply won't let you? As much as I would love the fps but everybody needs some sunlight
quick work! nice!
Hey, have you tested with spawned light components (via the Add Light Component node)? MegaLights does not seem to work on those.
Thanks man!!
Yo wanna say that MegaLight is increasing fps and the game is more optimized? 😮😮
Amazing
megalights is not shown for me, i mean is there but its gray as disabled
I checked it on my end and noticed no big difference unfortunately..
But I have a laptop version of RTX 3070ti so...
Nice one, is this Lumen only?
Nope, but needs hardware raytracing
@@ZacDonald thx makes sense
What would you recommend as the rough upper limit as to when MegaLights should be considered for your scene? 100 lights / 500 lights?
as many as you want thats the whole thing about megalights
@@PuniieGodx - That part I understand. Let me re-phrase my question. As I add lights to my scene, what's your gut-feel as to when MegaLights should be considered to be enabled. After I have 100 lights in my scene? 200 lights?, etc. Just wondering if you've done any testing that tells you - "yeah, once you hit about X number of lights in your scene you should probably start thinking about enabling MegaLights."
@@John_atCTS it all depends what kind of light you wanna add i think moveble lights are tougher than other lights if im not mistaken but me personally once 5.5 is out im gonna enable this feature all the time even with less lights just for the performence alone
What's the impact on fps if they do move?
Impact with Lumen turned on?
basically no impact. It's a hardware raytracing trick, if you change the origin of the light it isn't gonna slow down the algorithm.
Now if you move all 1 thousand, *maybe* you'll see the GPU's cache miss a bunch and find some stutters, but I doubt it with unreal's pipeline.
I wonder if megalights could also increase the fps with direct light (sun) and just a few point lights in a scene even a little bit as that is how I think most game/archviz scenes are set.
At the moment, directional lights are not supported unfortunately.
@@QuakeProBro I have not found a lot of information about megalights, does it only work with lumen?
Edit: I checked it , and it does work without lumen
@@NANI_47Bro just download and try your self its one and two steps only
go full screen and see if the FPS drops.
it looks like RTXDI in NVRTX Unreal branch
There has to be a gotcha somewhere. I mean what is even the point of using anything else then
The gotcha is the very fuzzy temporal shadow artifact you can see below the player when they move around. Its fairly minor here as there are a lot more lights to kinda cover for this but in a scene with a single light where either the light or an object moves fast you will run into temporal artifacts.
Is mega light support for Android project?
Needs hardware ray tracing, so no.
@@ZacDonald Flagship phones have had hardware raytracing for the last 3 years
@@Tech-is1xy That doesn't mean it is supported or ready in the engine. All of this needs to run on Vulkan which is still in experimental. 5.5 just got a good Vulkan update, but Epic don't even consider it beta yet.
Yeah, the long answer is while there might be some support for ray tracing in mobile hardware, this feature is really demanding and reliant on ray tracing that even if a device could technically support it, the performance and visual quality wouldn't be worth putting in the effort to support it.
I really don't recommend Unreal for any kind of mobile development.
I benchmarked physics with moving character components, static meshes, animating characters, lit and unlit, different resolutions, shadows on and off and at different qualities, and a bunch of optimization logs and enables / disables.
I had a really awesome week setting that all up in Unity and collecting the data from my devices.
I spent a single day in Unreal porting that over and a few things happened:
1. I spent way too much time finding esoteric hidden commands in random UA-cam videos / Livestreams - no these didn't have auto complete and when I googled them I couldn't find them even with the exact command
2. I found that there's a lot of obvious malpractice advice given to mobile devs because Unreal devs - Epic or otherwise - are the blind leading the blind
3. Setup in 5.4 is massively improved
4. I couldn't get more than 30fps out of my mid-spec device with a benchmark that was actually running at a significantly worse quality than my Unity benchmark at the lowest settings because out of the box Unreal apparently decided - correctly - that my device couldn't handle native res. Unlit, 20 - 40 characters, no shadows and everything disabled, 33.3334 percent resolution, no characters moving or animating.
Unity got 200 moving, animating characters in a lit scene with self-shadows but no cast shadows at 60fps
Do whatever you want, but I've used Unreal since UE3 and literally never made anything in that entire time because my fully working prototypes that were fun and playable always ran into issues that came down to lack of information and lack of implementation.
The engine is never ready. The further you dig into it, the more and more obvious that the whole thing is a paper tiger attached to pleasant production tools.
more bloatware .....
Sounds like a unity dev here 🤣
@@shengalabu8050 never saw an engine with just click there is not actually optimizations LOL ... UE5 is a junk pieces of crap