Various areas are too dark. They would be receiving much more light with full GI as seen in Cyberpunk.
Yeah that indoor scene could do with another bounce or two. That doesn’t mean it’s not using RestirGI though.
Various areas are too dark. They would be receiving much more light with full GI as seen in Cyberpunk.
Post-processing always makes this very hard to actually know I find. Ever since I spent time talking to Epic about it, I realised that exposure settings of the game camera are actually even more important at times than the amount of real GI bounces. Exposure can make a scene brighter or lighter in recesses regardless of how many real light bounces should or could be occuring. It messes up the whole perception of it.Various areas are too dark. They would be receiving much more light with full GI as seen in Cyberpunk.
Awesome, was expecting a longer time between drinks with regards to something as ambitious as cp77 path/ray tracing and then got aw2 and now this. Had been a bit worried with the AI boom nvidia might neglect gaming a bit but it seems my worries may have been premature at least.Black Myth won't be using RTXGI, they will use ReSTIR GI + RTXDI + Reflections as well as Caustics. Just like the UE5 game Desordre.
Awesome, was expecting a longer time between drinks with regards to something as ambitious as cp77 path/ray tracing and then got aw2 and now this. Had been a bit worried with the AI boom nvidia might neglect gaming a bit but it seems my worries may have been premature at least.
I think a closer step before that is creating certain elements in the frame with generative AI. We've seen some great AI generated videos as of late, the models are very competent right now and basically create videos from scratch.What is left after real time Pathtracing in games? The next step is AI and creating a frame without the graphics pipeline.
I think it is. Cyberpunk and Alan Wake 2 are running just fine. The pathtraced GI solution in Alan Wake 2 costs around 20% performance with "low" on Lovelace.Real time path tracing isn’t a solved problem though. Long road ahead on that. Animation needs tons of work still too. “AI” will likely play a role in all of it.
I think it is. Cyberpunk and Alan Wake 2 are running just fine. The pathtraced GI solution in Alan Wake 2 costs around 20% performance with "low" on Lovelace.
RoboCob
What is especially missing in Cyberpunk? I think Pathtracing works fantastic in Cyberpunk. At day it goes to the "end of the world" and at night it is transformative:
Day: https://imgsli.com/MjQ3OTEz
Night: https://imgsli.com/MjQ3OTEy
The latest addition, Neural Radiance Cache (NRC), is an AI-driven RTX algorithm to handle indirect lighting in fully dynamic scenes, without the need to bake static lighting for geometry and materials beforehand.
Adding flexibility for developers, NVIDIA is introducing Spatial Hash Radiance Cache (SHaRC), which offers similar benefits as NRC but without using a neural network, and with compatibility on any DirectX or Vulkan ray tracing-capable GPU.
Tracing in games still has lot of limitations.What is left after real time Pathtracing in games? The next step is AI and creating a frame without the graphics pipeline.
RTGI and RT shadows are new right? the old one just had reflections if my memory is right. Hope Assetto Corsa Evo follows their lead.