Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

This would be a nice comeback for D3D11 OOP and Dynamic Shader Linkage. Why were shader libraries and similar features deprecated in the first place? Creating shader libraries seems like the simplest solution to the current stuttering issues, so why isn’t it a part of DirectX12?
Cause none of the IHVs actually would do separate compilation. They'd just store the IR and inline it all in the end anyways, similar to what happens with raytracing DXIL libraries today. There are GPU architecture issues at play here, but we can definitely do somewhat better in software too (and IMO it's long past time to devote some transistors to this on the hardware side, but competitive forces don't incentivize that currently).
 
The official Unreal Engine channel posted this video about real time Path Tracing in UE5, explained by NVIDIA, where they explain that they only path trace direct lighting, indirect lighting and some reflections (rough and specular) .. mirror reflections rely on ray tracing/lumen. Translucency is also ray traced, as well as hair and single layer water. Volumetric fogs and post processing (depth of field, bloom, motion blur) are rasterized.

 
They'd just store the IR and inline it all in the end anyways, similar to what happens with raytracing DXIL libraries today. There are GPU architecture issues at play here, but we can definitely do somewhat better in software too (and IMO it's long past time to devote some transistors to this on the hardware side, but competitive forces don't incentivize that currently).
That’s something I could understand for the hardware of the time, but true function calls from the device were introduced in Kepler over 12 years ago? Yet there’s still no support in graphics to this day? This feels more like a software limitation to me rather than a hardware one.
 
...where they explain that they only path trace direct lighting, indirect lighting and some reflections (rough and specular) .. mirror reflections rely on ray tracing/lumen. Translucency is also ray traced...
These are the same algorithm. What's the distinction in terms of execution such that they are called out for being different? Notably, direct light should be 'raytraced' as it's a single iteration.
 
These are the same algorithm. What's the distinction in terms of execution such that they are called out for being different? Notably, direct light should be 'raytraced' as it's a single iteration.

I also found that wording ambiguous. The possible explanation I had in mind is that only direct lighting is using ReSTIR reservoir? If so, that's just nVidia's Mega-Lights...
 
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