Interested in AI in Unreal Engine?
This quick tutorial walks through a new plugin that leverages TensorRT to efficiently render neural post-processing in UE5.
We’re accelerating Unreal Engine’s Neural Network Engine (NNE).
NNE is a common API that allows for seamless integration of neural network features in @UnrealEngine 5. Now, developers can utilize a new plugin that adds TensorRT for RTX as a runtime option, resulting in higher throughput on NVIDIA RTX GPUs.
Read the tech blog for more details and a sample project 👉 https://t.co/FQ4QYu6vek
@EyeOfScar Yes, it is in the nvrtx 5.4. Not sure about the caustics branch, I think it should be integrated as well. to confirm check this cvar: r.SampledLighting.Lumen.Reflections.EnableDecals
Introducing the new era of rendering, powered by GeForce RTX 50 Series and AI ✨
‘Zorah’ is our new groundbreaking RTX neural rendering tech demo that highlights the latest innovations in shader, geometry, lighting and character technologies.
#CES2025
@EyeOfScar Yes it is supported in NVRTX-5.3. To enable it…
- Enable the sky sampling cvar: 'https://t.co/YqI1CoiECC'
- If using the HDRIBackdrop plugin, enable the 'Is Sky' in the 'HDRI_Projection_Sky' material.
Real-Time Image Based Lighting in the NVRTX branch of #UE5.
This scene is lit with HDRI only, no light actors. Still, the Restir algorithm is able to render dynamic and accurate shadows from the sun pixels in the image☀️
@chena_cpp We did performance analysis on the ReStir implementation in UE5. Some results are presented in this GDC2024 talk:
https://t.co/KGL6DSgDdH
Performance discussion starts around 19:30
The tool is based on a plugin architecture for implementing auditing checks. Users can expand it by implementing more validation plugins and support additional asset types.
Check the readme for a high-level explanation about extending the tool.
https://t.co/uygAUEd1k7
The latest NVRTX-5.4 branch includes a new bonus plugin: 'Asset Tech Auditor'.
In this thread, I will highlight few features…
P.S. The plugin is completely implemented using #UE5 editor utility widgets ;)
After running the tool to analyze assets, detected issues can be automatically fixed by the tool💪
Few exceptions require manual fix in DCC. Hovering the mouse over these checks provides helpful metrics for fixing the asset.
Ported one of my old MentalRay shaders to ShaderToy.
The shader is for making textures tileable in run-time using one texture sampler
https://t.co/7bppfpvkki
Check out the newly released raytracing guide for #UE5
https://t.co/R87C1LwUvQ
It features visual breakdown of #raytracing in UE 5.4, graphics debugging, perf profiling and some tips & tricks for content creators ;)
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
@phannDOTde I think this is due to signing in with a GIT account that is not linked to Epic. This link helps explaining how to access UE branches on GIT:
https://t.co/UvQ8xJQWQM
The latest update to the NVRTX 5.3 branch introduces partial colored transmittance
https://t.co/ShsHBbCLBX
I think many #UE5 devs -including myself- will appreciate getting accurate and dynamic colored translucent shadows in real-time without light baking :)
Check out the newly released raytracing guide for #UE5
https://t.co/R87C1LwUvQ
It features visual breakdown of #raytracing in UE 5.4, graphics debugging, perf profiling and some tips & tricks for content creators ;)