Topic on User talk:Macgovern
This page shows the changes between two versions of a post by Maitkarro in the topic "Palworld Raytracing" on User talk:Macgovern.
You can see other versions of this post at its history page.
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I have UUU5 too to change fpostprocesssettings realtime, also I can edit the game cvars through the console realtime, that UUU5 can't do. | I have UUU5 too to change fpostprocesssettings realtime, also I can edit the game cvars through the console realtime, that UUU5 can't do. | ||
You only can enable r.DynamicGlobalIlluminationMethod=1 and r.ReflectionMethod=1 to use Lumen. | You only can enable r.DynamicGlobalIlluminationMethod=1 and r.ReflectionMethod=1 to use Lumen. | ||
− | To use lumen hardware raytracing, you also have to have r.RayTracing=1, LumenHardwareRayTracing command values are already enabled by default, but they don't anything, same with any r.Raytracing commands. | + | To use lumen hardware raytracing, you also have to have r.RayTracing=1, LumenHardwareRayTracing command values are already enabled by default, but they don't do anything, same with any r.Raytracing commands. |
If you do use r.RayTracing=1 instead of 0, you get a crash. End of story. | If you do use r.RayTracing=1 instead of 0, you get a crash. End of story. | ||
You only get the same raytracing as it is in Lords of the Fallen if you hack it in. | You only get the same raytracing as it is in Lords of the Fallen if you hack it in. | ||
So okay, I'll fix that software raytracing is hackable, but beyond that you can't do anything, unless you steal the developers project files and recompile the entire game with hardware raytracing support. | So okay, I'll fix that software raytracing is hackable, but beyond that you can't do anything, unless you steal the developers project files and recompile the entire game with hardware raytracing support. |