Chuck Norris made me hope it's somehow related to the movie. It's not.Delta Force Hawk Ops supports ray traced reflections on Unreal Engine 5.
I'v had a chance to play the alpha and the RT reflections don't seem to apply to the large bodies of water or diffuse reflections on any kind of shiny/polished metals. I've only played 2 rush style maps and the tarkov mode map and the campaign is not playable so maybe the singleplayer at release will be where they dial it up. BF5's RT Reflections were a bit more impactful from what i've experienced so far, but it's better than nothing.Delta Force Hawk Ops supports ray traced reflections on Unreal Engine 5.
Black Myth: Wukong uses a new technique to render order-independent transparencies for large sprite sets using two-level ray tracing, which efficiently renders the game's particle system in real-time reflections
Ray reconstruction is DLSS with a G-buffer input instead of the standard shaded TAA input?
Ray Reconstruction does super resolution as well as denoising.Denoising = ray reconstruction
Ray Reconstruction does super resolution as well as denoising.
Not sure if this has the info you want but it's about as much as the public has ever been told.Ray reconstruction is DLSS with a G-buffer input instead of the standard shaded TAA input?
Yes but it also upscales the whole frame, not just RT reflections (or shadows). The DLSS RR component completely takes over the older DLSS SR one. So it's not just a denoiser, it's an upscaler+denoiser.Meaning a denoised half resolution RT reflection will be upscaled to full resolution? How's that different to DLSS.
DLSS 3.5 also takes normal vectors. I don't think the original Super Resolution did.Nvidia describes it as an ML denoiser that “recognizes” raytraced effects and cleans them up more effectively than hand coded denoisers. Haven’t seen any mention of different inputs.
Nvidia marketing going above and beyond as usual.
Upscaling = super resolution
Denoising = ray reconstruction