Misha Kovyatkin
54 posts

Misha Kovyatkin
@MKovyatkin
Senior Environment artist | Indie dev
Katılım Mayıs 2020
65 Takip Edilen146 Takipçiler

@dark1x Well, it's more about choosing what tech is suitable for your develpment rather than rejecting the progress. New tech can be really good, but you know, I don't need a dozer to plant a plant (if it makes sence xd) Sometimes a good old tech is still a fine way to make art.
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@MKovyatkin Yeah, you're completely right. Even though games are running way better than the last two generations, it's still a waste. Lumen just isn't good enough. Trying to push technology forward ultimately isn't worthwhile.
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One screenshot uses Lumen and has 55fps, another -baked lighting and has 120 fps. Spot the difference.
#UE5


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@dark1x @MirceaPrunaru @WattTheF1ux Guys, let's not do personal attacks here. All solutions are valid and can be used.🙂
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@MirceaPrunaru @WattTheF1ux @MKovyatkin Also, consoles are hitting 60 as standard for the first time in decades. Where’s the appreciation for this? Nearly all games are 60 now. That’s amazing. We didn’t get that the last two generations.
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@randblendguy Hm, if it bakes the LMs, with just bad results, I would double check the second UVs on your assets, if they are generated properly + crank the diffuse boost in world settings
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@MKovyatkin @BartekMoniewski Thank you for the advice, for me personally gpu lightmass is the only thing for some reason that actually works in my game when i bake lightning with cpu lightmass the result ends up worse then the pre-bake so i’m not sure what i’m doing wrong
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@randblendguy @BartekMoniewski 3. So... at the end I just chose to stay on a classic CPU baker 🙂
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@MKovyatkin @BartekMoniewski I have a question so I’ll hijack this chain did you use gpu lightmass for this?
I’m learning to bake lightning for my game but i struggle with it
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@randblendguy 2/2 But if you still wanna try to test it be sure to use the latest verison from github forums.unrealengine.com/t/epics-gpulig…
The guy who made this plugin left Epic games, and do it in a free time I believe.
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@randblendguy 1/2 Yeah, I've tried it, honestly its quite hard to work with it -half of the UE lighting settings do not work with GPU baker, and there is lack of control compare with classic UE baker (like Diffuse boosts etc.)
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@OverJumpRally @zeelee3D Yes, as you said, all of the lights need to be set to Movable and that small room has a lot of lights (some of them of course non-shadow casting, but still) So a lot of ms wasted on lighting complexity + shadows + lumen fo GI, so 90% of that ligthing can be simply baked.
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@zeelee3D @MKovyatkin All lights need to be set as Movable when you use Lumen.
Regardless, an over 100% gain difference is not normal. You didn't optimize Lumen at all.
In my game, the difference between Lumen on and off is only 10%.
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@Grummz Kinda, you need to adjust some settings and content for baked lighting + obviously objects can be dynamic as well, there is a special type of bake (probes) for that.
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@MKovyatkin That's not bad at all. Did you do both of these in Unreal, just turned Lumen off and baked?
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Modern Unreal Engine vs what we used to have.
Lumen is noisier and slower.
Baked lighting meant gigabytes to download.
Which would you choose? Would you trade 100gb of baked lighting for FPS in a modern game?
Misha Kovyatkin@MKovyatkin
One screenshot uses Lumen and has 55fps, another -baked lighting and has 120 fps. Spot the difference. #UE5
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@BartekMoniewski Sure depends on the project, but where is this coming from about 100GBs lightmaps? If we're talking about huge games like Doom: Dark ages, sure, realtime is a better fit, but in smaller scale games, idk. This whole area on the screen is 26mb (with another rooms 50mb)
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@MKovyatkin The difference is longer development time, less iterations on level art and 100GB of lightmaps.
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@nonaseki @babadokia @apcrol It's kinda just 2 different paths to go with your lighting setup, further you go with Lumen, harder it will be to adjust the content for baked lighting, and the same backwards. But depends on project scale as well of course.
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@babadokia @apcrol @MKovyatkin Why not just use lumen for lookdev and then switch to baked for the final build? Best of both worlds as you're going to need to compile everything anyway what's a few extra hours
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@SebAaltonen Yep, although it's very (very) dependent on game scale.
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Lumen looks slightly worse, since it calculates the lighting at runtime. Offline cooker can afford to spend much more CPU/GPU time for baking a single static lightmap/volume. Lumen is also slower at runtime for the same reason, but avoids multiple hour cook and 100GB+ game size.
Misha Kovyatkin@MKovyatkin
One screenshot uses Lumen and has 55fps, another -baked lighting and has 120 fps. Spot the difference. #UE5
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Some updates from Witchfire game that I work on.
UE4 baked lighting.
More shots here: artstation.com/artwork/QK652l
#UnrealEngine #indiegame #indiedev

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A small art challenge with friends #3
Blender 4.4
Made together with: ay_google.artstation.com
#Blender3d #art #indiedev


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