3 ms·
Non-realtime use cases for UE5 have much more generous performance constraints, and so the giveaways of UE5 are less apparent. Eg. raytracing instead of lumen.
by slopinthebag 4mo ago
Non-realtime use cases for UE5 have much more generous performance constraints, and so the giveaways of UE5 are less apparent. Eg. raytracing instead of lumen.
- tadfisher 4mo agoVery few projects change the default diffuse lighting algorithm for raster graphics in UE, which is Lambert shading. It has a particular "look" that reminds me of really early use of graphics shaders in games [0]. 0: https://agraphicsguynotes.com/posts/physically_based_shading_in_games/ https://agraphicsguynotes.com/posts/physically_based_shading...