Maybe you'll enjoy Cyberpunk 2077... in 2077!And I’ve played exactly zero of them. The backlog is no joke. I’m just now breaking into games released circa 2015. Lots to look forward to though!
Maybe you'll enjoy Cyberpunk 2077... in 2077!
I think this is just the difference of one being a fully art produced and iterated on AAA game with such assets, and the other being a much shorter produced graphical demo with a lot less art time and resources.We have reached a strange impas when I like the lights in a game world (CyberPunk 2077) better than a tech demo (RTX Boulevard)
And I’ve played exactly zero of them. The backlog is no joke. I’m just now breaking into games released circa 2015. Lots to look forward to though!
That is cool. Hopefully these alongside all the other RT enhancements and performance improvements from the NvRTX build come to the main build ASAP, just like DLSS.RTXGI and RTXDI are now publicly available in the UE4 NvRTX branch. No need to apply for access from Nvidia anymore.
NvRTX 4.26.1-3 release
Based on UE 4.26.1-release engine. Changes since nvrtx-4.26.1-2:
Add RTX direct illumination support (RTXDI/ReSTIRS)
Add NVIDIA realtime denoiser support with NRD plugin (NRD/ReLAX)
Add RTX global illumination support with RTXGI plugin
The RTXDI SDK supports the DirectX Raytracing (DXR) API version 1.0 and 1.1 for DirectX12 , and Vulkan Ray Tracing via the VK_KHR_ray_query and VK_KHR_ray_triacing_pipeline APIs on Windows.
RTXDI works on any GPU with support for the DirectX Raytracing or Vulkan Ray Tracing, including all NVIDIA RTX 30 series and RTX 20 series GPUs.
That was a nice talk. Thanks for posting it! That marbles demo is just insane.I searched for this link and didn't find it here already.
F1 2021 will feature Ray Tracing on PC.
https://www.overclock3d.net/news/so...ls_f1_2021_-_will_include_ray_tracing_on_pc/1
So NVIDIA is arguing that using Ray Tracing for direct lighting is better than rasterization in scenes with many lights?I searched for this link and didn't find it here already.