Reproduction Steps
(Make sure Editor Quality Level is set to 21 in Studio’s rendering settings, or you are at graphics level 10 in the client)
Enter any game/place that uses Future lighting mode. Or go into the Flat Terrain template (where it’s most noticeable), turn on Decoration (if it hasn’t been already), and set the lighting mode to Future. You will see a lack of shading on the grass blades
System info
CPU: AMD Ryzen 5 5600X 6-Core Processor
RAM: 16 GB (DDR4)
GPU: NVIDIA GeForce RTX 2070 SUPER
Expected Behavior
I expect ambient occlusion to work in Future and provide shading in crevices and such
Actual Behavior
There is no ambient occlusion and as a result crevices and grass look extremely dull.
Yeah engineer’s are aware of this, I saw this problem before @gluGPU made this post. But sadly no code change’s this year this is most likely to get fixed in january.
I also included two overlapping parts, on the shadowmap example, you can see the ambient occlusion is prominent in the corner where the parts meet and where the parts sit on the ground.
Edit: This case gets more interesting, I was working on one of my games with Future lighting ON and there is ambient occlusion to some extent, it seems that grass loses its AO while parts still have it. I assume grass loses AO in order to keep performance because you know, future lighting is performance heavy (cough cough terribly optimised I mean cough cough)
Ambient occlusion is a lot weaker with Future lighting for some reason, and it gets even weaker depending on how low the Ambient/OutdoorAmbient values are. When both values are [0, 0, 0], it completely disappears.
All I know is that future lighting is supposed to have ambient occlusion like shadowmap does, this is an interesting issue and I don’t know if it’s intentional for performance or maybe something got messed up.
If true, please tell the engineer to post on this thread instead of just in private messages, so everyone can see the updates. It’s silly to do this kind of message passing via a developer.
I could tell him to make engineer’s post on this thread if you want. I am unsure tho that did the optimizations do this bug. Probably yes probably not.
While this is not as visible on screen, it causes a very visible & detrimental impact in-game - our studio is making considerations to switch back to Shadowmap for the foreseeable future due to this.
I would love to see this fixed in the near future. It leaves the ground looking flat and boring. While it is not a huge urgent issue, it gives very unsatisfying results. Future: