Evan Hart

62 posts

Evan Hart

Evan Hart

@PixelCurmudgeon

Grizzled veteran graphics programmer. Opinions are my own, yada, yada.

Bristow, VA Beigetreten Haziran 2016
53 Folgt384 Follower
Evan Hart
Evan Hart@PixelCurmudgeon·
NvRTX-5.4 non-preview finally released. Some good cvar/control refactoring (much stuff now available in PPV). Good ReSTIR GI improvements.
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Evan Hart
Evan Hart@PixelCurmudgeon·
Also, thanks to Richard Cowgill for the work on the kitchen scene for showing off the enhancements.
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Evan Hart
Evan Hart@PixelCurmudgeon·
A special mention to @Jiayin_Cao as his work on the ReSTIR GI stuff is the major upgrade in this release.
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Evan Hart
Evan Hart@PixelCurmudgeon·
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/UnrealEn…
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Evan Hart@PixelCurmudgeon·
@SebAaltonen If it’s the series posted, I’ll take the blame. Things have changed a bit since then, but a lot still applies. Where things get more in the weeds is bindless and buffer pointers in the root sig.
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Anybody remember an old blog post by Nvidia, where they recommend using constant buffers for tiled deferred lights (instead of structured buffer)? Trying to find it somewhere but my google-fu is lacking. This was Pascal (GTX 1080) generation stuff (Turing had faster raw loads).
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Evan Hart retweetet
Adam Marrs
Adam Marrs@acmarrs·
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/A…
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Evan Hart
Evan Hart@PixelCurmudgeon·
Branch in question: github.com/NvRTX/UnrealEn… (remember, you need UE permissions from Epic, since this is a derivative of their code)
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Evan Hart
Evan Hart@PixelCurmudgeon·
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.
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Evan Hart@PixelCurmudgeon·
@Alwaysthesame4 @acmarrs Talking to our DLSS plugin team, we don’t actively support VR for the plugin, because the engine interface used doesn’t support VR. That said, we’ll try to take a look.
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Evan Hart
Evan Hart@PixelCurmudgeon·
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.
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Evan Hart@PixelCurmudgeon·
@lumpy668 @acmarrs @Jiayin_Cao Sorry, the talk was a GDC invited one, so the recording is GDC’s. We have discussed doing some follow-up material.
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Mije :D
Mije :D@lumpy668·
@acmarrs @PixelCurmudgeon @Jiayin_Cao Hi. Is it possible to watch this for free? As a UE5 developer, this talk seems extremely important and I would love to know more about it. However, the GDC Vault is $649 which is impossible for me to pay. Thank you.
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NVIDIAGameDev
NVIDIAGameDev@NVIDIAGameDev·
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.
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Evan Hart@PixelCurmudgeon·
@manish4u2 @acmarrs @Jiayin_Cao No, we’re still polishing it, but even when that is done, the asset size is impractical for a git repo. We do intend to release it at some point.
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Evan Hart
Evan Hart@PixelCurmudgeon·
@volodXYZ And I definitely understand the merge pain as I feel it every few months. We always strive for upstreaming features, but size, complexity, etc can make it slow.
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Evan Hart
Evan Hart@PixelCurmudgeon·
Shipped an update to our NvRTX branch of UE5 yesterday. Offers some pretty cool real-time effects, including semi-transparent shadows.
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Evan Hart
Evan Hart@PixelCurmudgeon·
@volodXYZ Some things don’t fit into plugins, or would require crazy amounts of extra work to use. ReSTIR and the transparent shadows are in these categories. The only vendor specific code in NvRTX are optional optimizations for SER.
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Vladimir Cazacu | 𝕧𝕠𝕝𝕠𝕕▿
@PixelCurmudgeon Why was the RTXGI Plugin approach abandoned post 5.0? It's quite hard to integrate changes from the NvRTX branch while keeping projects vendor-agnostic. It seemed like the ideal solution, by having everything wrapped in a plugin that users can enable. DLSS adoption proves it.
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