Godot 4 and Unreal Engine 5: How They Solve Dynamic Global Illumination

Published on January 06, 2026 | Translated from Spanish
Visual comparison of dynamic global illumination in a 3D environment, showing the effects of Godot 4's SDFGI and Unreal Engine 5's Lumen.

Godot 4 and Unreal Engine 5: how they solve dynamic global illumination

Two leading engines tackle a key challenge: simulating how light bounces in real time within a virtual environment. 🎮 Although the goal is the same, their technical paths are very different, directly affecting how projects are developed and executed.

The open-source engine: SDFGI in Godot 4

Godot 4 bets on SDFGI (Signed Distance Field Global Illumination). This system is based on precalculating a 3D mesh of distance fields for the scene's static geometry. This data allows for quick estimation of occlusion and indirect light without needing extremely powerful graphics hardware.

Main features of SDFGI:
  • Works with voxelization of the scene, where precision depends on the resolution of this voxelization.
  • Updates progressively, making it less demanding on the GPU and suitable for a wider range of devices.
  • May show some latency in responding to sudden and abrupt changes in lighting conditions.
SDFGI prioritizes efficiency and accessibility, allowing dynamic global illumination to work on more modest hardware.

The commercial giant: Lumen in Unreal Engine 5

Unreal Engine 5 responds with Lumen, a hybrid architecture designed for high fidelity. It combines screen-space ray tracing for nearby details with a global luminance map for the distant environment. This solution seeks a balance between visual quality and execution speed.

Pillars of Lumen technology:
  • Uses screen-space ray tracing to achieve high precision on elements directly visible to the camera.
  • For off-screen areas or at great distances, it relies on a global luminance map that is constantly refreshed.
  • Requires modern hardware with ray acceleration support (RTX/DXR) to function smoothly and integrates deeply with Nanite to handle complex geometry.

Opposing philosophies: efficiency vs. brute power

The choice between both systems often boils down to a project decision. 🤔 Godot 4 with SDFGI offers a resource-saving path, ideal for multi-platform projects or less powerful teams. Unreal Engine 5 with Lumen consumes more resources to deliver superior visual fidelity, betting on next-generation hardware. Understanding these technical differences is crucial for selecting the right tool and optimizing the 3D graphics workflow.