Would be really cool, if this lighting could only be applied to the character models, as I'm actually fine with how the maps are lit.
However the characters absorb the surrounding lighting way too much in the vanilla game where it looks really goofy, like how most NPCs have turquoise skin the police station for example, with this mod enabled the characters are finally lit more naturally.
I doubt this can be achieved though, thanks for the mod!
For those who wants to re-light a scene you can use a tool called UE5 unlocker just search it up on the Internet You can mess around with the Lumen and even add custom lighting Here's a comparison before and after I put custom light
Of course it's not recommended for gameplay, maybe you just want to create a content or something
It's definitely not flawless, but it produces incredibly beautiful images in many places. Hopefully there will be an official integration of Lumen or Nanite at some point.
Thank you so much for this. I'm assuming the watch works as in you wear it, and then it activates certain CVAR's, correct or incorrect?
If correct, can you make a version that only does Lumen Reflections but not Lumen GI? Some commands you probably already know: r.Lumen.DiffuseIndirect.Allow 0 (GI off) r.Lumen.HardwareRayTracing 1 (Use RTX to power Lumen, it looks better) r.Lumen.Reflections.Allow 1 r.Lumen.Reflections.MaxRoughnessToTrace (I believe default is 0.4, if set to 1.0 everything would receive Lumen reflections, but it's demanding asf) r.Lumen.Reflections.ScreenTraces 0 (1 by default, technically more physically accurate off) r.VolumetricFog 0 (would solve some of the GI issues potentially, as well as adjusting bloom cvars)
I wish that reflection on mirrors would work as well. Overall great mod, even perfomance is good for me which is surprising because I have good old 3080
yeah it works, but many of the games lights get disabled when you use it, maps are a lot darker (but flashlights light up the room more so it balances out) and theres a lot of places with weird artifacts
34 comments
However the characters absorb the surrounding lighting way too much in the vanilla game where it looks really goofy, like how most NPCs have turquoise skin the police station for example, with this mod enabled the characters are finally lit more naturally.
I doubt this can be achieved though, thanks for the mod!
I would know I'm one of them (eastern Europe fills me with rage but not for any good reason it just scares me)
You can mess around with the Lumen and even add custom lighting
Here's a comparison before and after I put custom light
Of course it's not recommended for gameplay, maybe you just want to create a content or something
it doesn't seems to work on me, i don't know why...
setup manually and with vortex but nothing
Hopefully there will be an official integration of Lumen or Nanite at some point.
The game at least has graphic potential.
I'm assuming the watch works as in you wear it, and then it activates certain CVAR's, correct or incorrect?
If correct, can you make a version that only does Lumen Reflections but not Lumen GI?
Some commands you probably already know:
r.Lumen.DiffuseIndirect.Allow 0 (GI off)
r.Lumen.HardwareRayTracing 1 (Use RTX to power Lumen, it looks better)
r.Lumen.Reflections.Allow 1
r.Lumen.Reflections.MaxRoughnessToTrace (I believe default is 0.4, if set to 1.0 everything would receive Lumen reflections, but it's demanding asf)
r.Lumen.Reflections.ScreenTraces 0 (1 by default, technically more physically accurate off)
r.VolumetricFog 0 (would solve some of the GI issues potentially, as well as adjusting bloom cvars)
Anyway, thanks for the mod.