GART: Games and Applications using RayTracing

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If I understood correctly, RTXDI is the set of functions for caching and reuse light samples over frames and nearby pixels using ReSTIR. So itself doesn't do any ray tracing tasks like TraceRay.

The first step of the RTXDI algorithm is to randomly select a light and trace a ray towards it.
 
I interpret that to mean some basic rasterized lighting is still being performed.
Not sure whether RTXDI and direct lighting are additive in Portal, it doesn't make a lot of sense given how the direct lighting option is seemingly still RT (adds noise). It looks like direct lighting is some basic RT sampling and RTXDI is more advanced importance sampling with spatiotemporal reuse of the most influential lights. I doubt that RTXDI works on top of Direct Lighting, it doesn't make any sense since Direct Lighting is too noisy by itself (analytical rasterization lighting does not introduce noise since it doesn't do stochastic sampling). I guess the Direct Lighting option is just for comparisons with RTXDI, i.e. to showcase how RTXDI improves image on top of basic direct lighting sampling.
 
Not sure whether RTXDI and direct lighting are additive in Portal, it doesn't make a lot of sense given how the direct lighting option is seemingly still RT (adds noise). It looks like direct lighting is some basic RT sampling and RTXDI is more advanced importance sampling with spatiotemporal reuse of the most influential lights. I doubt that RTXDI works on top of Direct Lighting, it doesn't make any sense since Direct Lighting is too noisy by itself (analytical rasterization lighting does not introduce noise since it doesn't do stochastic sampling). I guess the Direct Lighting option is just for comparisons with RTXDI, i.e. to showcase how RTXDI improves image on top of basic direct lighting sampling.

And with Direct Lighting off it’s doing classic rasterized light tiles or something? It’s strange that Nvidia didn’t explain what Direct Lighting actually does.
 
Some stuff;


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A comparison with DI on and off (turning RTXDI on and off does almost nothing so I don't know)


And a short video with the morality core.

 
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You can make the scene completely dark via turning off 'Enable Secondary Bounces' in ReSTIR GI section. There's absolutely no rasterization fallback or something. And if you are still having doubt, then turn off FG, denoiser and upscaler. You can see every actual light samples produced by path tracing.
20221211192229_1.jpg
 
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You can make the scene completely dark via turning off 'Enable Secondary Bounces' in ReSTIR GI section. There's absolutely no rasterization fallback or something. And if you are still having doubt, then turn off FG, denoiser and upscaler. You can see every actual light samples produced by path tracing.
View attachment 7758

That makes more sense. Still confused by your first pic where everything was off but the scene was lit.
 
That makes more sense. Still confused by your first pic where everything was off but the scene was lit.
Yeah in the previous post I didn't tried turn "everything" off but just the primary option.
This would be helpful understanding how light sampling works in the RTX Remix renderer.
restirgi.png
Let's try sort out the each function of the light options.
- Direct Light - Use direct light sampling. (a)
- RTXDI - Use spatio-temporal reuse of the direct light samples. (b)
- Secondary Bounces - Use secondary bounce light sampling. (c)
- ReSTIR GI - Use spatio-temporal reuse of the secondary bounce light samples. (d)
 
- Direct Light - Use direct light sampling. (a)
- RTXDI - Use spatio-temporal reuse of the direct light samples. (b)
- Secondary Bounces - Use secondary bounce light sampling. (c)
- ReSTIR GI - Use spatio-temporal reuse of the secondary bounce light samples. (d)
And this can be proved by disable both RTXDI and ReSTIR GI, and enable Reference Mode which uses sampling accumulation over frames for generating ground truth image of the static scene.

Disabled both RTXDI and ReSTIR GI, Reference Mode on.
20221211213458_1_crop_1670762160.jpg

Enabled both RTXDI and ReSTIR GI, Reference Mode off, denoised.
20221211213516_1_crop_1670762176.jpg
 

This game seems to scale well to high end PCs. The difference between the versions are very noticeable.

Why is RT required to fix overly bright areas that should be in shadow? It seems a lot of those cases can be solved by lowering ambient light intensity.

The foliage shadows and pixel perfect reflections on the PC version are quite nice.
 
And now compare this to Fortnite with UE5.1. I dont know why people praising UE5.1 so much. It doesnt run better and has a worse Raytracing implementation.
 
And now compare this to Fortnite with UE5.1. I dont know why people praising UE5.1 so much. It doesnt run better and has a worse Raytracing implementation.
Huh? Are you for real? Fortnite looks a lot better, has better lighting, much higher asset quality and is a fully destructible map with 100 players. You really can't be serious. On top of that, it runs A LOT faster. You must be trolling.

A 3080 can easily do 1440p60 in Fortnite, which is not the case here.
 
IMO Fortnite does have better lighting.
Witcher 3 looks better in some places but worse in others, theres too many areas where it's too pitch black compared to the ambient light settings around and its performance is appaling, you need a kidney less on you for a 4090 to reach 60fps at 1440p
 
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