Lumen Lite and the Future of Ray-Traced Gaming on Handheld PCs
Lumen Lite, the new scalability setting introduced in Unreal Engine 5.8, is a promising development for ray-traced gaming on handheld PCs, particularly for the Nintendo Switch 2. Epic Games unveiled the feature during its State of Unreal event in Chicago, positioning it as a solution for achieving 60 fps in ray-traced global illumination (GI) on lower-end hardware. While the feature is primarily aimed at consoles, it also works on PCs, prompting a closer look at what it brings to the table.
By default, the Unreal Engine editor allows developers to experiment with various graphics settings to assess their impact on performance and visual quality. Among the 11 options available, Lumen Lite specifically targets GI and reflections, which are the primary areas affected by ray tracing. In older versions of the engine, switching to the 'Medium' GI and reflections setting would fully disable Lumen, but in UE 5.8, it enables Lumen GI while keeping reflections screen-space (SSR). This approach aims to balance performance with visual fidelity, especially for lower-end GPUs.
A Hands-On Look at Lumen Lite
To test the feature, I used Unreal Engine 5.6 and 5.8 with Epic's Electric Dreams Environment demo. The test was conducted on a high-end PC with a Core Ultra 270K Plus and a GeForce RTX 4080 Super, which is far from the performance of a handheld device. However, the results were still telling. When using Lumen Lite with 'Medium' GI and reflections, the performance improved by about 25%, and the lighting appeared quite good, though the screen space reflections were noticeably less impressive.
Epic claims that Lumen Lite is "twice as fast as Lumen High quality," but this refers only to the processing of GI and reflections. The rest of the engine's processes remain resource-heavy, which is why the overall performance gain isn't as dramatic as expected. When comparing UE5.8 with Lumen Lite to UE5.6, the difference was stark. The older version's 'Medium' GI and reflections setting disables Lumen entirely, resulting in a significant drop in frame rate and a noticeable loss in visual quality.
Switching to 'High' GI while keeping reflections SSR-based showed an immediate improvement in visuals, and the performance hit from using Lumen GI was minimal. This suggests that Lumen Lite could be a viable solution for handheld devices, where hardware limitations are more pronounced.
The Broader Implications for Developers
While Lumen Lite is undoubtedly useful for handheld PCs like the Nintendo Switch 2, its relevance for PC developers is more nuanced. On high-end PCs, the performance gains from Lumen Lite are less significant, and the visual differences are minimal. This means that studios with the resources to optimize their games for various hardware configurations might not see a compelling reason to use Lumen Lite.
However, the current climate in the game development industry is challenging. With many studios being shut down and rising hardware costs, developers are under pressure to deliver quality games quickly and efficiently. In this context, Lumen Lite offers a convenient solution that can help maintain visual fidelity without the need for extensive optimization.
Epic likely added Lumen Lite in response to developer feedback, aiming to provide a straightforward solution for ray-traced lighting on less capable hardware. While it's a useful tool, there's a risk that developers might rely too heavily on it as a 'one-click' solution rather than engaging in the deeper optimization that would yield the best results for all hardware configurations.