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Lumen

Lumen is UE 5's dynamic global illumination and reflections system. Replaces baked Lightmass + Screen-Space Reflections for most projects.

Two backends

Backend Strengths Weaknesses
Software RT (signed-distance-field tracing) Works on any DX12 GPU; cheaper Lower-detail GI, simplified mesh representation
Hardware RT (DXR / VRT) Higher fidelity; mirror-perfect reflections; supports translucency Needs RT-capable GPU; more expensive

Toggle with r.Lumen.HardwareRayTracing 0|1.

What it does in one pass

  • Screen Traces first (cheap)
  • Falls back to Surface Cache sampling for off-screen GI (SW path) or mesh BVH rays (HW path)
  • Reflections use the same machinery — Lumen Reflections are coherent with GI
  • Final composite uses TSR to denoise and stabilize

Quality knobs (CVars)

CVar Effect
r.Lumen.DiffuseIndirect.Allow 1 Master switch
r.LumenScene.SurfaceCache.AtlasSize 8192 Surface cache resolution
r.Lumen.ScreenProbeGather.RadianceCache 1 Far-field caching
r.Lumen.Reflections.Allow 1 Reflections master
r.Lumen.Reflections.MaxRoughnessToTrace 0.4 Limit reflection rays to glossy surfaces
r.Lumen.HardwareRayTracing.LightingMode 2 0=SurfaceCache 1=Hit 2=Hit+SurfaceCache

When Lumen struggles

  • Highly mirror-reflective surfaces in software mode — switch to HW RT for clean mirror reflections.
  • Indoor scenes with small bright lights — increase r.Lumen.ScreenProbeGather.AdaptiveProbeMinDownsampleFactor.
  • Small thin geometry — Surface Cache can't represent it; bake static lighting for that region or use HW RT.
  • Translucent GI — HW RT only.

Lumen vs static lighting

Concern Lumen Lightmass (baked)
Dynamic time-of-day No
Build times None Hours
Storage Negligible Lightmaps can be GB
Quality of bounce Good Reference
Mobile / low-end No Yes

Debugging

r.Lumen.Visualize 1
Show → Advanced → Lumen Scene
stat Lumen
ProfileGPU                  (capture one frame, see Lumen passes)