Haven’t done one of these in a while – since 5.1 around eight months ago – so here we go with Unreal Engine !
If you’re new here, this was a type of test-bench scene I was doing back in the Early Access phase of Unreal Engine 5 a couple of years ago – mostly with the aim of testing out the different new features that UE5 had to offer and then later on, figuring out what had changed or which bugs had been fixed which each new version of the engine.
Plus, you know, I’ve just grown quite fond of these little setups!
Onto the technical details: translucency is still probably one of the biggest weaknesses of UE5 in terms of visuals – although that has a lot to do with the deferred rendering that UE uses overall. This scene was NOT using RTX translucency – just Lumen for GI and reflections – and it doesn’t look half bad for the glass… RTX translucency of course, doesn’t quite play well with both Nanite and Lumen, leading to visual artefacts (see the previous video in this series for more details). Still some Lumen flicker in tricky lighting conditions though...
Overall, I have noticed that performance seems to have increased between 5.1 and 5.3, and some of the flickering caused by TSR seems to have been significantly lessened.
Also this scene was rendered out in 60fps! I haven’t done many scenes with 60fps – it can tend to have that overly smooth ‘soap-opera’ effect, but I think I works for certain scenes, especially with fast moving objects like the rain drops...
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