Blender3D Basics

Unreal Engine 5.8 Lumen Lite and MegaLights on an 8 GB laptop: measuring GPU time yourself

On an RTX 4070 Laptop GPU (8 GB), we opened Unreal Engine 5.8.1 and measured GPU time per frame three times each in a room with 48 shadow-casting point lights, changing only GI quality (Epic, High, Medium, Low) and MegaLights on or off. This guide covers where the settings are, the results, how the image changes, and which combination suits an 8 GB laptop.

AZTechnology12 min read

한국어English

Based on: Unreal Engine 5.8 (measured with the 5.8.1 installed build, Korean UI), NVIDIA GeForce RTX 4070 Laptop GPU 8 GB (driver 610.62). Measured on my PC on November 1, 2026. The figures are real Unreal Engine screenshots and a chart drawn from the measured values. Red numbers and outlines were added for explanation.

Unreal Engine 5.8 brings two features that laptop users will like. One is Lumen Lite, a medium-quality GI that is twice as fast as Lumen high quality, added as a beta. The other is MegaLights, which is now production ready.

I measured how much difference they make on an 8 GB laptop. I built one room with many lights and measured how long the graphics card spends on each frame, changing only GI quality and MegaLights. Figure 1 shows the results.

Horizontal bar chart titled GPU time per frame (ms) - lower is faster. GI Epic + MegaLights ON 9.18, GI High + MegaLights ON 7.67, GI Medium (Lumen Lite) + MegaLights ON 6.87, GI Low (no Lumen GI) + MegaLights ON 6.91, GI Epic + MegaLights OFF 11.69, GI Medium + MegaLights OFF 9.31 ms, with three measurement dots per bar Figure 1. GPU time per frame by condition. Bars are the median of three runs, and dots are each run (chart drawn from measured values)

By the end of this guide you will be able to:

  1. Understand what Lumen, Lumen Lite, and MegaLights are.
  2. Find where to change GI quality and turn MegaLights on or off in the editor.
  3. Know which combination is fastest on an 8 GB laptop and how the image changes.
  4. Measure GPU time in your own scene.

1. The short answer

QuestionMeasured on my PC
Lumen high quality (GI Epic) → Lumen Lite (GI Medium)9.18 ms → 6.87 ms, about 25% less
MegaLights off → on (GI Epic)11.69 ms → 9.18 ms, about 21% less
MegaLights off → on (GI Medium)9.31 ms → 6.87 ms, about 26% less
Fastest combinationLumen Lite + MegaLights on (6.87 ms), almost the same as GI fully off (6.91 ms)
Graphics memoryWhole-GPU usage right after measuring: 2727 MiB / 8188 MiB

In this scene, Lumen Lite together with MegaLights was fastest. The image looked fairly close to Lumen high quality, though marks appeared along the ceiling edge (section 6).

2. Terms to know first

TermMeaning
GI (global illumination)Light bouncing off walls and floors to light other places
LumenUnreal Engine 5's real-time GI and reflection system
Lumen LiteA medium-quality Lumen path, beta in 5.8 (called Lumen Medium Quality in the Lumen section of the release notes). It turns on when GI and Reflection quality are both set to Medium
MegaLightsA direct lighting feature that cuts the cost of many shadow-casting lights. Production ready in 5.8
GPU timeTime the graphics card spends drawing one frame. Shorter is faster

GI is like rolling a white ball in a room and watching it bounce off the walls. Light also bounces from where it lands and brightens its surroundings. Lumen high quality follows these bounces carefully, while Lumen Lite reads values from "light probes" placed around the room and computes faster. This approach is called Irradiance Fields.

MegaLights is like order tickets in a restaurant kitchen. Instead of computing every light for every customer (every pixel on screen), it picks the few lights that matter most. So computation time does not grow much as you add lights.

3. Test setup

ItemValue
LaptopAcer Predator PHN16-72
Graphics cardNVIDIA GeForce RTX 4070 Laptop GPU 8 GB (driver 610.62)
CPU and RAMIntel Core i9-14900HX, 32 GB
Operating systemWindows 11 Pro, adapter plugged in
Unreal Engine5.8.1 installed build, Korean editor UI
Project settingsDirectX 12 SM6, Lumen GI and reflections, hardware ray tracing on
DisplayEditor viewport (game view), about 2118x1271 pixels, TSR anti-aliasing

The test scene is a 16 m by 16 m room with 25 white pillars (5x5), one ball, and 48 colored shadow-casting point lights spread evenly under the ceiling. It also has a sun and sky, and exposure is fixed. I added many lights on purpose, because the more lights there are, the more MegaLights shows its effect.

4. Where to change the settings

Changing GI quality

GI and Reflection quality are changed from the toolbar at the top of the viewport.

Right side of the Unreal Engine viewport toolbar. After Perspective, Lit, and the eye icon, a gauge icon is outlined in red Figure 2. The gauge icon on the viewport toolbar (Unreal Editor screenshot, Korean UI)

Two captures side by side. Left: in the menu under Performance and Scalability, Viewport Engine Scalability is marked ①. Right: in the Engine Scalability Groups table, Global Illumination and Reflections are set to Medium, marked ②, while the other rows are Epic Figure 3. ① The viewport engine scalability menu ② Global Illumination and Reflections set to Medium (Unreal Editor screenshot, Korean UI)

Steps:

  1. Click the gauge icon on the viewport toolbar (Figure 2).
  2. In the menu that opens, choose Viewport Engine Scalability (Figure 3, ①).
  3. In the Engine Scalability Groups table, click Medium on the Global Illumination and Reflections rows (Figure 3, ②). This is Lumen Lite.
  4. To go back to Lumen high quality, click Epic on the same two rows.

The Low, Medium, High, and Epic buttons on the top row change every item at once. To compare GI only, as in this guide, change just the two rows.

Turning MegaLights on or off

MegaLights is turned on in Project Settings under Rendering › Direct Lighting.

Unreal Engine Project Settings window. MegaLights typed in the search box; under Engine - Rendering, the Direct Lighting section shows two checked boxes, MegaLights and MegaLights - High Quality Translucency, outlined in red and marked ① Figure 4. ① The MegaLights checkbox under Direct Lighting in Project Settings (Unreal Editor screenshot, Korean UI)

Steps:

  1. Open Edit › Project Settings from the menu.
  2. Type MegaLights in the search box at the top.
  3. Turn on MegaLights under Engine - Rendering › Direct Lighting (Figure 4, ①).
  4. If you are prompted to turn on Support Hardware Ray Tracing, turn it on. It is recommended to enable it together with MegaLights.

In my test, the project file I first created by hand was not set to DirectX 12 SM6, so Lumen and MegaLights did not show up. If the image does not change, check in Project Settings that the Windows platform section is set to use DirectX 12 and SM6.

5. Results

ConditionRun 1Run 2Run 3Median (ms)
GI Epic (Lumen high) + MegaLights on8.709.189.209.18
GI High + MegaLights on7.377.677.727.67
GI Medium (Lumen Lite) + MegaLights on6.706.956.876.87
GI Low (no Lumen GI) + MegaLights on6.646.986.916.91
GI Epic + MegaLights off11.1911.6911.8511.69
GI Medium + MegaLights off9.139.319.429.31

Each run recorded about 400 frames, and the table shows the median. The editor viewport was capped at 60 frames per second (16.67 ms), so frame time was the same in every condition. That is why I compared GPU time instead.

Reading the results:

  • Lowering GI from Epic to Medium cut GPU time from 9.18 ms to 6.87 ms, about 2.3 ms. That is less than "twice as fast," because GPU time also includes lighting, shadows, and anti-aliasing, not just GI.
  • GI Medium (6.87 ms) and GI Low (6.91 ms) were almost the same. In this scene, Lumen Lite's GI cost was very small.
  • Turning MegaLights off added about 2.4 to 2.5 ms whatever the GI quality. That is the extra time for computing the 48 lights one by one.

6. How different does it look

These are viewport images from the same camera.

Two viewports side by side. Left GI Epic (Lumen high), right GI Medium (Lumen Lite). Both show a bright room with white pillars and colored light spill, and the right has jagged dark marks along the ceiling edge Figure 5. Lumen high quality (left) and Lumen Lite (right) (Unreal Editor screenshot)

Two viewports side by side. Left GI Medium (Lumen Lite): the whole room is bright with pale colors. Right GI Low (no Lumen GI): strong green, blue, and orange light on the floor and pillars, and shaded areas are black Figure 6. Lumen Lite (left) and GI off (right) (Unreal Editor screenshot)

Steps: In your own scene, change only GI quality in the table from section 4 and compare the images. Keep the camera still so the difference is easy to see.

ComparisonDifference seen
Lumen high → Lumen Lite (Figure 5)Overall brightness and color spill are similar. Lumen Lite shows jagged marks along the ceiling edge
Lumen Lite → GI off (Figure 6)Bounced light disappears, shadows turn black, and light colors look strong

The walls and pillars in this room are all white, so there is a lot of bounced light. With GI on, the whole room looks bright and pale; with GI off, places the lights do not reach go black. Figure 6 shows best how much GI changes the image.

Two viewports side by side. Left MegaLights ON, right MegaLights OFF. The images are nearly identical, and at the top right a yellow warning says VSM one-pass projection max lights per pixel is overflowing Figure 7. MegaLights on (left) and off (right). A shadow warning appeared with it off (Unreal Editor screenshot, Korean UI)

With MegaLights on and off, the image in this scene was nearly the same. But with it off, a yellow warning appeared saying the VSM one-pass projection max lights per pixel is overflowing. It means too many shadow-casting lights affect each pixel. The warning says that if you see shadow artifacts, reduce the number of local lights per pixel or increase the max lights per pixel (r.Shadow.Virtual.OnePassProjection.MaxLightsPerPixel). With MegaLights on, the warning went away.

7. Choosing on an 8 GB laptop

SituationChoice based on my test
Working smoothly in the editor on an indoor scene with many lightsMegaLights on + GI Medium (Lumen Lite)
Final check, screenshotsRaise GI to Epic briefly to check
Scenes that do not need bounced light (night scenes, mostly strong direct light)Consider GI Low, but check whether shadows go black

These results come from one scene with 48 lights, measured in the editor viewport. Outdoor scenes, scenes with many trees, and packaged games may give different numbers. Lumen Lite is still beta in 5.8.

8. Measuring in your own scene

Steps:

  1. Click the viewport and press ` (the tilde key) to open the console.
  2. Type stat unit and press Enter. Times such as Frame, Game, Draw, and GPU appear at the top right.
  3. Keep the camera still, wait about 10 seconds, and write down the GPU value.
  4. Change GI quality or MegaLights as in section 4, wait another 10 seconds, and write down the GPU value again.
  5. Repeat the same order two or three times and compare medians.

The numbers wobble for a moment right after a change. I waited 8 seconds after each change before recording. Other 3D programs or games running at the same time make GPU time jump a lot, so close them while measuring.

Common mistakes and fixes

SymptomCauseFix
Changing GI quality does not change the imageThe project is not DirectX 12 SM6, or Lumen is offCheck the Windows DirectX 12 and SM6 settings and the GI method (Lumen) in Project Settings
MegaLights does not make it fasterFew shadow-casting lights in the sceneWith only a few lights, the difference can be small
Frame rate is the same in every conditionThe editor frame cap (60 fps in this test)Compare the GPU value from stat unit instead
A yellow [VSM] warning appearsToo many shadow-casting lights affect each pixelReduce the lights, increase the max lights per pixel the warning mentions, or turn on MegaLights
Marks at the ceiling corners with Lumen LiteA limit of medium-quality GIDo the final check with GI Epic

In one line

On an 8 GB laptop, MegaLights on + GI Medium (Lumen Lite) was fastest for a scene with many lights on my PC; raise it to Epic only for the final check.

References

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