The Complete List of PC Ray Traced Titles with Classification

NVIDIA has added two technologies to help accelerate ray tracing further on complex geometries.

RTX Hair: Through Linear-Swept Spheres (LSS), which is a new GeForce RTX 50 Series GPU-accelerated primitive that reduces the amount of geometry necessary to render strands of hair and uses spheres instead of triangles to get a more accurate fit for hair shapes. LSS makes it possible to do ray-traced hair with better performance and a smaller memory footprint.

RTX Mega Geometry: intelligently updates clusters of triangles in batches on the GPU, reducing CPU overhead and increasing performance and image quality in ray traced scenes, accelerates BVH building, making it possible to ray trace up to 100x more triangles than today’s standard. RTX Mega Geometry is coming soon to the NVIDIA RTX Branch of Unreal Engine (NvRTX), so developers can use Nanite and fully ray trace every triangle in their projects.

 
Figure 2. RTX Mega Geometry enables hundreds of millions of animated triangles through real-time subdivision surfaces

Are Nanite skeletal meshes actually more like displaced micromeshes than original Nanite? Otherwise that sentence doesn't make much sense.

It's been a year, but the only real documentation for Unreal 5.5 seems to be the code and I'm too lazy to look.

PS. if this does rely on animated displaced micromeshes, I wonder how much of AMD's work they borrowed for that. Of course then the Ada+ fixed hardware for static micromeshes would be fairly useless if it existed (I think there's programmable hardware they aren't exposing) .
 
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Are Nanite skeletal meshes actually more like displaced micromeshes than original Nanite? Otherwise that sentence doesn't make much sense.

It's been a year, but the only real documentation for Unreal 5.5 seems to be the code and I'm too lazy to look.

PS. if this does rely on animated displaced micromeshes, I wonder how much of AMD's work they borrowed for that. Of course then the Ada+ fixed hardware for static micromeshes would be fairly useless if it existed (I think there's programmable hardware they aren't exposing) .

Nanite supports tesselation and displacement now. It has some tradeoffs.


 
Nanite supports tesselation and displacement now. It has some tradeoffs.
That's not really animated nor a subdivision surface. Presumably NVIDIA is talking about the Nanite Skeletal mesh when they say "animated triangles through real-time subdivision surfaces". Is the native representation in the engine a subdivision surface or is NVIDIA translating it to displaced micromeshes?
 
That's not really animated nor a subdivision surface. Presumably NVIDIA is talking about the Nanite Skeletal mesh when they say "animated triangles through real-time subdivision surfaces". Is the native representation in the engine a subdivision surface or is NVIDIA translating it to displaced micromeshes?

Native representation is still the same cluster format as before.
 
Doom the Dark Ages will be released with path tracing, but it is going to also use ray tracing during gameplay for hit detection.

We also took the idea of ray tracing, not only to use it for visuals but also gameplay," Director of Engine Technology at id Software, Billy Khan, explains

"We can leverage it for things we haven't been able to do in the past, which is giving accurate hit detection. [In DOOM: The Dark Ages], we have complex materials, shaders, and surfaces

So when you fire your weapon, the heat detection would be able to tell if you're hitting a pixel that is leather sitting next to a pixel that is metal," Billy continues.

"Before ray tracing, we couldn't distinguish between two pixels very easily, and we would pick one or the other because the materials were too complex.

Ray tracing can do this on a per-pixel basis and showcase if you're hitting metal or even something that's fur. It makes the game more immersive, and you get that direct feedback as the player

 
Ray tracing can do this on a per-pixel basis and showcase if you're hitting metal or even something that's fur. It makes the game more immersive, and you get that direct feedback as the player
The hit information obtained from the ray tracing pipeline needs to be transmitted to the host. Is there an efficient way to do this?
 
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