🎯 Загружено автоматически через бота: 🚫 Оригинал видео: 📺 Данное видео принадлежит каналу «Dylan Browne» (@dylser). Оно представлено в нашем сообществе исключительно в информационных, научных, образовательных или культурных целях. Наше сообщество не утверждает никаких прав на данное видео. Пожалуйста, поддержите автора, посетив его оригинальный канал. ✉️ Если у вас есть претензии к авторским правам на данное видео, пожалуйста, свяжитесь с нами по почте support@, и мы немедленно удалим его. 📃 Оригинальное описание: Taking a look at MegaLights today, MegaLights is a new experimental prototype light sampling rendering mode for Unreal Engine 5 currently available and being worked on in the bleeding edge UE5-Main branch of the engine. Previously called Stochastic Lighting and ManyLights, MegaLights as it is called now seems very much like Epic’s take on a similar concept to NVIDIA’s RTXDI. As far as I understand it Instead of rendering each lights direct lighting & Raytraced Shadows on a per light basis, MegaLights does all of them in a single sampled pass, this is extremely efficient and has the added benefit of some screen space magic that completely cleans up any Nanite Fallback related shadowing errors (You can see the black shadow errors all over the Standard RT SHadows footage. While the overall resolve is slightly softer vs normal , the performance increase i’ve observed has been quite insane, from 2-8x in some cases. Using my Days Adrift scene here which has in total over 4 Billion Polygons and over 140 Raytraced lights enabled at the moment. Captured at 4k, 75% screen percentage with Hardware Lumen and TSR on RX 7900 XTX. Audio from:
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