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lumen seems to do light accumulation by raytracing which in turn requires Direct 3d/RTX, hence windows (for now)



Neither Nanite nor Lumen use raytracing.

Source: they said so, somewhere.


I am very confident lumen uses raytracing to accumulate global illumination. Notice the delay when light direction changes. No Rays, no GI.


I've looked it up [1]:

Lumen uses ray tracing to solve indirect lighting, but not triangle ray tracing," explains Daniel Wright, technical director of graphics at Epic. "Lumen traces rays against a scene representation consisting of signed distance fields, voxels and height fields. As a result, it requires no special ray tracing hardware.

So, it technically does use a kind of raytracing, but not the hardware triangle raytracing that requires DXR.

[1] https://www.eurogamer.net/articles/digitalfoundry-2020-unrea...

Distance-field raytracing isn't a new thing in UE either, they've been using it for shadows and AO for a while.


https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Lu...

„Lumen uses Software Ray Tracing through Signed Distance Fields by default, but can achieve higher quality on supporting video cards when Hardware Ray Tracing is enabled.“


„ Hardware Ray Tracing also scales up better to higher qualities — it intersects against the actual triangles and has the option to evaluate lighting at the ray hit instead of the lower quality Surface Cache. “




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