GART: Games and Applications using RayTracing

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Sackboy is the first game* supporting Lovelace's SER: https://store.steampowered.com/news/app/1599660/view/3687924439773232053?l=english

*next to Portal RTX.
I just tried this out.
There is no way to turn on SER or turn it off, and I have no legacy benchmarks. So I really have no concept of how it is helping. Also DLSS 3 is on by default in windows 11 lol with no option in the menu to turn off.

This update, or a previous one, also seems to have invalidated some PSOs as far as I can tell. I went to the first level and the first 2 balloons I popped had a shader stutter. Their previous update in my experience that I covered on DF Direct *got rid* of those specific stutters.
 
I just tried this out.
There is no way to turn on SER or turn it off, and I have no legacy benchmarks. So I really have no concept of how it is helping. Also DLSS 3 is on by default in windows 11 lol with no option in the menu to turn off.

This update, or a previous one, also seems to have invalidated some PSOs as far as I can tell. I went to the first level and the first 2 balloons I popped had a shader stutter. Their previous update in my experience that I covered on DF Direct *got rid* of those specific stutters.

This sounds terrible but download a type of copy of the game you get from particular places.

That shouldn't have the patch and should enable to test? 👀

As I'm assuming there's no config file options to change?
 
I just tried this out.
There is no way to turn on SER or turn it off, and I have no legacy benchmarks. So I really have no concept of how it is helping. Also DLSS 3 is on by default in windows 11 lol with no option in the menu to turn off.

This update, or a previous one, also seems to have invalidated some PSOs as far as I can tell. I went to the first level and the first 2 balloons I popped had a shader stutter. Their previous update in my experience that I covered on DF Direct *got rid* of those specific stutters.

Oh man that's not good. Hopefully they respond to the new shader comp stutter issue as quickly as they did the previous ones. And add an option to turn off DLSS3 (even though I probably won't use that option!).
 
I just tried this out.
There is no way to turn on SER or turn it off, and I have no legacy benchmarks. So I really have no concept of how it is helping. Also DLSS 3 is on by default in windows 11 lol with no option in the menu to turn off.

This update, or a previous one, also seems to have invalidated some PSOs as far as I can tell. I went to the first level and the first 2 balloons I popped had a shader stutter. Their previous update in my experience that I covered on DF Direct *got rid* of those specific stutters.
Same experience. Lots of compilation stutters again and DLSS FG is always on.
 
I just tried this out.
There is no way to turn on SER or turn it off, and I have no legacy benchmarks. So I really have no concept of how it is helping. Also DLSS 3 is on by default in windows 11 lol with no option in the menu to turn off.

This update, or a previous one, also seems to have invalidated some PSOs as far as I can tell. I went to the first level and the first 2 balloons I popped had a shader stutter. Their previous update in my experience that I covered on DF Direct *got rid* of those specific stutters.
The SER whitepaper states that the SER is supported starting with driver version R520 and higher. So theoretically you can compare the performance of the SER using two closest drivers to the R520 (R522.25 and R517.48).
 
At GDC, NVIDIA announced that its game developers are using its Omniverse platform and the recently announced AI Foundations cloud services that allow users to operate custom LLMs & generative AI trained with their proprietary data. And this technology allows game developers access to their first taste of using generative AI technology to enhance their game creation and game assets.
...
The folks over at GSC Game World will put NVIDIA's Omniverse Audio2Face technology to good use in their upcoming AAA title S.T.A.L.K.E.R. 2 Head of Chernobyl while a second studio, Fallen Leaf, is going to use this technology in their third-person Sci-Fi Thriller game, Fort Solis.

What's even more impressive about this preview is that not only is it entirely AI-generated and looks photo realistic with overall facial animation & lip-sync quality improvements offered across multiple languages but it also leverages NVIDIA RTX technologies. The scene above utilizes full real-time raytraced subsurface scattering shading or SSS to further improve the visual fidelity.
...
In another developer session, Tencent's Xihao Fu talks about bringing real-time strand-based hair rendering with ray tracing. The problem with real-time hair rendering is that you either have to compromise on performance or quality as a Hair Cards solution looks generic but offers better performance while a Hair strand implementation looks much better in terms of visuals but costs a lot of performance to render. Xihao wants to address this by utilizing NVIDIA's RTX technology such as ray tracing and DLSS. Comparisons are made against Unreal Engine 5, which uses a Temporal Antialiasing / Upsamling technique, to a Spatial-Temporal Filter.

The first block in implementing such an approach in ray tracing is to B-Spline primitive but since that isn't available for DXR, the only other choice is to go with custom primitive. After the strand creation in DXR using raytracing, a performance chart is showcased which shows how an NVIDIA GeForce RTX 3090 offers around 50% better performance utilizing RT than the native solution. In another comparison, the RT implementation ends up faster than the rasterization path across a range of different strand-hair-based models.
 
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