Uppsats
A Physically Based Lighting Workflow for PvP Games in Unreal Engine 5: Balancing Realism and Gameplay Readability
Kandidat-uppsats
Luleå tekniska universitet/Institutionen för system- och rymdteknik
Publicerad: 2026
Språk: Engelska
Sammanfattning
Physically Based Lighting (PBL) has become the standard in the games industry, and Unreal Engine 5 (UE5) has made real-time, high-quality, dynamic lighting more accessible than ever. As a result, realism has grown more prevalent in competitive PvP games, yet realism often works against gameplay readability: the clear, consistent visibility that the genre relies on. This thesis uses a practice-based research approach to investigate how a PBL workflow can be applied in UE5 while preserving readability in a competitive environment, arguing that readability should take priority where it conflicts with realism. The investigation was conducted in a pre-made environment and structured around a three-stage research cycle. At each stage, a physically based baseline grounded in real-world reference values was established, an evaluation against both physical accuracy and gameplay readability was conducted, and any deviations were documented where the two conflicted. These deviations formed the core findings for the thesis. Realism and readability worked well in the exterior. The interior proved more difficult, requiring deviations in exposure and lighting intensity. A recurring finding was that the lighting alone could not guarantee readability; the environment’s materials and contrast mattered equally. The findings conclude that the conflict can be managed rather than solved, and that where the two disagree, readability should take priority.
Information
- Författare
- Sjodin, Emil
- Lärosäte / institution
- Luleå tekniska universitet/Institutionen för system- och rymdteknik
- Publiceringsdatum
- 2026
- Uppsatstyp
- Kandidat-uppsats
- Språk
- Engelska
Utforska vidare
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