After a delay, we've finally released an nvrtx-5.4 branch for those that want to play with ReSTIR DI & GI in UE5.4.
This is just a preview at this point as we're working on some refactoring.
https://t.co/R0Gf1J1wRB
I often advise to skim through every presentation/article as you never know what useful tips it might contain. This for example talks about how reordering the for-loop to reuse the random numbers and sampling code reduced instruction cache misses a lot. https://t.co/TDjdDPGjyD
@SebAaltonen If it’s the series posted, I’ll take the blame.
Things have changed a bit since then, but a lot still applies. Where things get more in the weeds is bindless and buffer pointers in the root sig.
Great news - our #GDC2024 talk on Real-Time Path-Traced Light Transport in UE5 is now freely available on the GDC Vault. No login required!
https://t.co/mKFtlJqEtV
Our GDC update for the nvrtx branch of UE5 is out. Some great work by @Jiayin_Cao in shipping an experimental implementation or ReSTIR GI. Attached video is only lit via emissive surfaces w/ ReSTIR GI.
@Alwaysthesame4@acmarrs Talking to our DLSS plugin team, we don’t actively support VR for the plugin, because the engine interface used doesn’t support VR. That said, we’ll try to take a look.
Today is the day. If you want to see some cool lighting tech, @acmarrs and I are talking at 4:10 at GDC. 1k+ dynamic lights and GI all at >60 fps built on a branch of UE5.
Excited to talk about how we accomplished real-time path-traced light transport in #UnrealEngine5 with @PixelCurmudgeon at our #GDC2024 Advanced Graphics Summit talk on Monday!
See you there: https://t.co/IZhFA4XNpv
Discover how to bring real-time path-traced lighting to life in #UnrealEngine5 at our #GDC2024 Advanced Graphics Summit.
Learn about ReSTIR, the key to complex lighting environments, and gain insights from our integration experiences.
@manish4u2@acmarrs@Jiayin_Cao No, we’re still polishing it, but even when that is done, the asset size is impractical for a git repo. We do intend to release it at some point.
Happy to announce our nvrtx-5.3 branch for those interested in enhanced UE5 features. Good work as always by the team.
https://t.co/g6Y1Dy02Zb
#SER#RTXDI
@volodXYZ And I definitely understand the merge pain as I feel it every few months.
We always strive for upstreaming features, but size, complexity, etc can make it slow.
@volodXYZ Some things don’t fit into plugins, or would require crazy amounts of extra work to use. ReSTIR and the transparent shadows are in these categories.
The only vendor specific code in NvRTX are optional optimizations for SER.