Hi,
May I please check if Megalights is supported in the latest version of aximmetry?
Thanks,
Terence
Aximmetry 2025.2.0 Megalights support
Comments
I’m just guessing, but could it be that MegaLights is partially screen space rendered? Those types of rendering methods naturally can’t be split across multiple renderers since there would be a visible seam between the renderers.
It's quite likely you're right. I suppose I'd have to wait for confirmation from the aximmetry team on this. It would be such a pity if this won't work multi display LED volumes.
Terence
Hi,
This issue is not related to the Multi-Machine setup.
The main reason for the MegaLights error message is that the Aximmetry LED Wall blueprint uses multiple cameras: one camera for the Frustum, and additional cameras for each Fill—there is one Fill camera for each enabled LED Wall panel. If you turn off the Fill option for every LED Wall panel in Aximmetry and hence only one camera remains rendering (the Frustrum's camera), the MegaLights error message will disappear.
You can also specify which camera blueprint is used for Fill in the Unreal Editor. To do this, select the camera blueprint in the Outliner, then in the Details panel, select the FillCamera1* component, and set its Child Actor Class to a different camera blueprint. In that different camera blueprint, you could turn off Megalight for the camera in its post process volume. However, even after assigning all Fill cameras with MegaLights turned off, the error message remains, and MegaLights are still not used.
This might be an oversight on Unreal's part, and this faulty error condition prevents MegaLights from being activated even when it should not. Keep in mind that MegaLights is still an experimental feature.
As a workaround, you can use the Freeze option in the FILL panel. More information about Freeze is available here: https://aximmetry.com/learn/virtual-production-workflow/led-wall-production/using-led-walls-for-virtual-production/#freeze
(After turning on Freeze, the MegaLight error message will disappear)
If you need the Fill to be rendered in real time, we can investigate further to find another solution. However, please note that the Fill may never be able to use MegaLights if MegaLights does not support multiple views. In this case, only regular lights will be supported for Fill, which could quickly overload your computer if you are using MegaLights as intended, with hundreds of real-time lights.
Warmest regards,
Hi Eifert,
I've tried doing fill freeze on all my led walls, but the message is still on the wall. It is on even if I switch off ALL the fill in all LED walls. What gives?
How did you manage to get the message to disappear on your side? Is there something I'm missing?
Thanks,
Terence
Hi,
That's strange. Maybe you froze the Fill in the FILL panel?:
If I turn off the Fill in the LED Wall panels, the MegaLights error message disappears for me. (If you are running in Live Sync, you should notice that only one camera angle is present in the viewport of Unreal Editor after turning off every Fill.)
Otherwise, the only way to circumvent that the frozen Fill includes the error message is to prevent Unreal Engine from displaying error messages altogether. You can do this using the Execute Console Command blueprint node with the DisableAllScreenMessages command:
Warmest regards,
Hi Eifert,
I've tested all your suggestions with my LED Wall Setup, to no avail. It's important to state that my LED wall is rendered by 2 remote renderers, with 1 xr engine for digital set extension. Digital set extension was not used in the videos below.
Here is a link to a video showing how it doesn't work despite applying all the suggestions for fill freeze.
https://youtu.be/5MpmTyya_ow
Created a aximmetry logical flag to toggle megalights ON and OFF. This video shows that megalights doesn't seem to be working at all..
https://youtu.be/58jkmWy_QMY
Please let me know how you managed to get your megalights to work?
Thanks,
Terence
Hi Terence,
You forgot to mention that you are using the +AR LED Wall project.
The "+AR" feature is actually a separate camera that must also be turned off for the Megalights feature to work correctly (the same reasons as for the Fill has to be frozen). Currently, you cannot turn off the +AR camera without editing the Aximmetry Camera blueprint in Unreal Editor. Therefore, you should use either the LEDWallCam_3-Cam_4-Wall or LEDWallCam_8-Cam_9-Wall compound in Aximmetry, along with one of the corresponding LED wall cameras in Unreal:
If you really need both the +AR functionality and Megalights, you can use a second (4th) computer. This secondary system would receive the final video output from the LED Wall controller Aximmetry machine and then add the AR layer using an ARCam_Unreal_3-Cam compound and AR camera in Unreal. However, note that this approach is more complex and harder to set it up than using the LEDWallCam+AR_3-Cam_4-Wall compound.
In your videos you are freezing the fill in two places: the Fill panel and the LED Wall panels. You should freeze the fill in only one location, either the Fill panel or the LED Wall panels, not both.
Concerning performance, the reason you see over 100 fps in Unreal Editor is:
- Your viewport in Unreal Editor is very small (probably around 500x300 pixels) in your video. Unreal Editor renders at the same resolution as your viewport, so performance appears much higher with a small window.
- For LED Wall, you need to render multiple camera angles at the resolution specified for your LED Wall panels (Fill), plus the Frustum’s resolution (the Frustum defines the area visible to the camera). This is very different from the single rendered viewport in Unreal Editor at 100 fps.
In a multi-machine setup, each computer renders its own Frustum. If you know a particular LED Wall panel will never be seen by the camera, you can turn off the Frustum for that panel to conserve system resources. There are also options to reduce the Fill quality in the LED Wall panel to improve performance. - When your scene is not running in Unreal Editor, many processes are not active, which inflates your frame rate.
- Unreal Editor will render using your editor settings, which may not match cooked or run time settings.
Also, when comparing performances of different settings, you should stop and restart the compound in Aximmetry. This is important because Unreal Engine (especially the Lumen system) may only correctly free up resources when the engine is restarted. Even when you only changed the resolution of some setting.
You will probably only see significant performance improvements from Megalights if you have more than a hundred real-time lights with shadows in your scene. In a simple setup with only two walls, shadow calculations are easy, even without Megalights. To test with more complex scenes, you can use the Starter Content available in the Aximmetry Blank project template:
To check if Megalights is enabled, turn on Show Stats and then GPU stat in the Unreal Editor viewport:
In the GPU stat list, Megalights should appear and disappear as you enable or disable the feature, even when you toggle it at runtime.
Warmest regards,
Hi Eifert,
After switching to the LED 1-4 wall camera without AR both in Unreal and Aximmetry, I would like to confirm that Megalights is now working properly for me. It's impressive as I can push the frustum to the maximum resolution with it, and still achieve less than 70% gpu load,
compared to 200-300% overload on the rendering gpu without.
Thanks,
Terence
Im asking because I'm attempting to v test megalights on an led wall.
I used a blank aximmetry scene in unreal for aximmetry 2025.2.0.
I enabled megalights, support hardware raytracing, and also ray traced shadows in the project settings.
After that I added some static meshes and a number of point lights and rect lights and cooked the project.
Even though I could launch it in aximmetry and get the scene up on the led wall, I got the following message at the corner of the screen:
MegaLighta is enabled, but has no ray tracing data and won't operate correctly. -Multiple views are not supported.
May i know what the message means? My Led wall is rendered by 2 remote renderers. As led volumes normally would be.
Does this mean megalights won't work in aximmetry if used on remotely rendered led walls?