NvRTX-5.4 non-preview finally released. Some good cvar/control refactoring (much stuff now available in PPV). Good ReSTIR GI improvements.
After a delay, we've finally released an nvrtx-5.4 branch for those that want to play with ReSTIR DI & GI in UE5.4.
This is just a preview at this point as we're working on some refactoring.
github.com/NvRTX/UnrealEngin…
A special mention to @Jiayin_Cao as his work on the ReSTIR GI stuff is the major upgrade in this release.
This was pretty rewarding discovery from days of staring at profiles. I’m glad I could sneak it in.
I often advise to skim through every presentation/article as you never know what useful tips it might contain. This for example talks about how reordering the for-loop to reuse the random numbers and sampling code reduced instruction cache misses a lot. youtube.com/watch?v=lxRgmZTE…
Evan Hart retweeted
Great news - our #GDC2024 talk on Real-Time Path-Traced Light Transport in UE5 is now freely available on the GDC Vault. No login required!
gdcvault.com/play/1034648/Ad…
Our GDC update for the nvrtx branch of UE5 is out. Some great work by @Jiayin_Cao in shipping an experimental implementation or ReSTIR GI. Attached video is only lit via emissive surfaces w/ ReSTIR GI.
Branch in question:
github.com/NvRTX/UnrealEngin…
(remember, you need UE permissions from Epic, since this is a derivative of their code)
Today is the day. If you want to see some cool lighting tech, @acmarrs and I are talking at 4:10 at GDC. 1k+ dynamic lights and GI all at >60 fps built on a branch of UE5.
Evan Hart retweeted
Excited to talk about how we accomplished real-time path-traced light transport in #UnrealEngine5 with @PixelCurmudgeon at our #GDC2024 Advanced Graphics Summit talk on Monday!
See you there: schedule.gdconf.com/session/…
Evan Hart retweeted
Discover how to bring real-time path-traced lighting to life in #UnrealEngine5 at our #GDC2024 Advanced Graphics Summit.
Learn about ReSTIR, the key to complex lighting environments, and gain insights from our integration experiences.
Can Lumen function as part of a path tracer? 🤔
Come see my talk with @acmarrs at GDC for some deeper thoughts.
schedule.gdconf.com/session/…
Shipped an update to our NvRTX branch of UE5 yesterday. Offers some pretty cool real-time effects, including semi-transparent shadows.
Evan Hart retweeted
Our friends @EmbarkStudios used (and improved!) RTXGI to deliver dynamic global illumination that works seamlessly with their environmental destruction. The result is insanely cool.
Go blow up some walls and see that light bounce☀️
nvidia.com/en-us/geforce/new…
Happy to announce our nvrtx-5.3 branch for those interested in enhanced UE5 features. Good work as always by the team.
github.com/NvRTX/UnrealEngin…
#SER #RTXDI
Evan Hart retweeted
Dive into the NVIDIA RTX branch of @UnrealEngine (NvRTX) in our upcoming webinar on 11/7 to add leading-edge #RTX technologies to your #UE games through custom branches.
Register Now: nvda.ws/3QDG5az
#GameDev
Many thanks to @acmarrs & @Jiayin_Cao , this is a great update.
NvRTX 5.2 (NV branch of UE 5.2) is now updated with:
‣ RTXDI enhancements (temporal ReGIR, reduced noise, better convergence in Lumen reflections w/ RTXDI)
‣ DLSS 3.5
‣ Updated NRD
‣ Bug fixes + more
Grab the update and show us what you make!
github.com/NvRTX/UnrealEngin…
Really happy how this turned, shows the direction we can go building on top of UE5 tech. #SER #ReSTIR
We Tried NVIDIA's Photo-Realistic Ramen Shop "Unreal Engine 5" Tech Demo With DLSS 3.5 & It Even Has Ray-Traced Eggs! wccftech.com/nvidia-photo-re…
Evan Hart retweeted
NvRTX 5.2 is now updated to UE 5.2.1. This comes alongside bug fixes and improvements to RTXDI, RT Volumetric Fog, RTXDI Lumen Reflections, IES profiles, Streamline, and shader compilation times.
NVIDIA RTX branch of UE 5.2 is out now!
This release adds RTXDI functionality to Lumen, unlocking huge light counts.
This scene has 8.5K lights (all casting shadows) in the primary view, RT reflections, and RT diffuse indirect at 60Hz 🥳
Give it a try! developer.nvidia.com/game-en…
This is a great step forward, excited to see how we continue to refine it.
NVIDIA RTX branch of UE 5.2 is out now!
This release adds RTXDI functionality to Lumen, unlocking huge light counts.
This scene has 8.5K lights (all casting shadows) in the primary view, RT reflections, and RT diffuse indirect at 60Hz 🥳
Give it a try! developer.nvidia.com/game-en…

















