Surfels, not splats.GIBS? Is this the splatting stuff they showed off years back or?
It's a surface irradiance cache which accumulates lighting from traced rays same as RTXGI-SHARC ... except a little more advanced.
Surfels, not splats.GIBS? Is this the splatting stuff they showed off years back or?
GIBS? Is this the splatting stuff they showed off years back or?
Yeah, but GIBS is purely hardware ray traced, there is no software version of it, unlike Lumen.Yeah it looks similar to Lumen but using surfels instead of cards
Yeah they did, see here.Did Nvidia really claim CP2077 was path traced before it got ReSTIR? That’s not how I remember it.
The new Gears E-Day will support hardware raytraced lighting, reflections and shadows on Unreal 5.
Reinventing A Mad World: Why Gears of War: E-Day Represents the Future of the Series - Xbox Wire
The Coalition discusses how returning to the core of franchise is building its future with Gears of War: E-Day.news.xbox.com
Yeah they did, see here.
RT: Overdrive in Cyberpunk 2077 Ultimate Edition - Pushing Path Tracing One Step Further | Game Developers Conference (GDC) 2024 | NVIDIA On-Demand
Ray Tracing: Overdrive mode of Cyberpunk 2077, released as a Technology Preview back in April 2023, revamped most of the game’s lighting pipeline with pathwww.nvidia.com
Tried the demo. Lumen is so bad. It just falls apart indoors. "Med" and "High" are noisy and "Ultra" reduces performance down to 30 FPS in native 4K on my 4090. For example Alan Wake 2 outdoors runs with ~30FPS and Pathtracing in the worst case scenes. HW RT maybe increased reflection quality but performance is as bad.
Atomic Hearts finally add RT reflections and shadows to the game.
Atomic Heart Patch 1.14.4.0 finally adds Ray Tracing on PC
Today, over one year after its official release date, Mundfish has finally added support for Ray Tracing on PC.www.dsogaming.com
Based on the footage released so far I assume it must be ddgi probes? I did not see any per-pixel effects yet.Assassin's Creed Shadows is confirmed to feature ray traced global illumination (directly from the lead technical archetict).
Well the devs were a little light on details here. For regular ray tracing they relied on probe based global illumination.What was the original overdrive implementation? If it was per-pixel multi bounce GI that should also qualify as PT.
With the iteration of REDengine used for Cyberpunk 2077, we relied on a hybrid indirect illumination technique, one that would allow us to provide Global Illumination across all target platforms. To do that, we used a GI Probes-based system that provided a dynamic solution for all the lights in the game within a certain distance from the camera and within a fixed world space resolution that was manually set per location depending on the needs, in most cases between 1.5m to 4m. This solution provides indirect diffuse to the geometry in the game
With Ray Tracing: Ultra and Ray Tracing: Psycho settings we also provide a significantly more precise, but somewhat delicate indirect diffuse response for sunlight only.
With Path Tracing we are totally free, no longer constrained by a fixed world space grid of probes and a rather small resolution of the system, and can provide a super detailed, pixel perfect, incredibly realistic indirect illumination. What’s more, we no longer provide just indirect diffuse, but also indirect specular response. As a result, light has so much more directionality and makes the visible world deeper and simply more beautiful.
Cyberpunk 2077:
• Primitive lights – ReSTIR DI with uniform sampling
• Emissives and skylight – BRDF sampling
• Planning to add ReSTIR GI to improve the overall quality
I think it's the same one as in Avatar Frontiers of Pandora.Based on the footage released so far I assume it must be ddgi probes? I did not see any per-pixel effects yet.
Interestingly it is a UE5 title.
Ideally yes, practically not yet.Per-pixel RT global illumination eliminates the need for any form of ambient occlusion
Ideally yes, practically not yet.