RTX got it years ago with Metro Exodus. Not a demo either.
CP2077 still to this day has the most impressive RT showcase i think, five impressive ray tracing features at the same time in a big modern city, in special at night.
RTX got it years ago with Metro Exodus. Not a demo either.
I meant RTX has needed a showcase with visuals this transformative.
Interestingly enough, the team responsible for this Matrix demo is the same team responsible for the StarWars Reflections demo that debuted during Turing Ray Tracing launch.RTX got it years ago with Metro Exodus. Not a demo either.
Half-Life: Ray Traced integrates the real-time path tracing into the original Half-Life (1998). With the hardware accelerated ray tracing, it is possible to calculate global illumination, reflections, refractions, soft shadows and other visual effects with interactive framerates.
January 2, 2022
https://schedule.gdconf.com/session...start-rt-easy-open-source-ray-tracing-/885256Ray tracing is becoming quite prevalent in AAA games. However, to make use of this new technology a game engine must generally create a BVH of all scene geometry and bind all materials active in the scene. This requirement is often at odds with the dynamic nature of scene composition and material systems. Kickstart RT presents a novel cross-API (Direct3D11, Direct3D12 & Vulkan), cross-platform (win64 & ARM) solution that caches direct lighting information into a world space structure that is then used to ray trace reflections, GI and shadows. In this talk, we'll deep dive into the mechanisms and the algorithm used in Kickstart RT, and show off the quality and performance compared to traditional ray tracing and reference path tracing. The aim of this technology is to enable many developers to add ray tracing effects to their game engine in a much shorter timespan than it might otherwise take and to bring ray tracing to developers still using Direct3D11.
Takeaway
Attendees of this session will come away with an understanding of how Kickstart RT works under the hood, how to go about integrating this open source technology into their game engine, and where they can grab it from.
Lumen
Since the Early Access release, there have been many stability, quality, and performance improvements, including:
Full hardware ray tracing support, which doesn’t require distance fields or any other software tracing, and scales up to large worlds
Path Tracer
Introduced in Unreal Engine 4.27, the Path Tracer is a DXR-accelerated, physically accurate progressive rendering mode that requires no additional setup, enabling you to produce offline renderer-quality imagery right from Unreal Engine.
Preview 1 offers improvements in stability, performance, and feature completeness, including:
Support for hair primitives
Support for the eye shader model
Improvements in sampling, BRDF models, light transport, supported geometries, and more
https://www.unrealengine.com/en-US/blog/unreal-engine-5-is-now-available-in-previewNiagara Updates:
GPU Ray Tracing Collisions (Experimental). We’ve added the option to the Collision module to use ray tracing on the GPU. No matter whether the emitter and its particles are on-screen or off, or hidden behind an object, the collision will use raytracing to calculate an accurate result.
Note that the calculation is asynchronous, so the Niagara collision will be one frame behind.
Guess this about settles whether UE5 will be using RT h/w or not...
I think that's been released since forever ago. I remember messing with it a long time ago.RTX Technology Showcase has been released. Click on "get started" to enter the download page. Executable and also source files are available.
https://developer.nvidia.com/game-engines/unreal-engine/rtx-branch/technology-showcase