Evan Hart
62 posts

Evan Hart
@PixelCurmudgeon
Grizzled veteran graphics programmer. Opinions are my own, yada, yada.
Bristow, VA Katılım Haziran 2016
53 Takip Edilen384 Takipçiler

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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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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This was pretty rewarding discovery from days of staring at profiles. I’m glad I could sneak it in.
Kostas Anagnostou@KostasAAA
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=lxRgmZ…
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@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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Evan Hart retweetledi

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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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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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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@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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@PixelCurmudgeon @acmarrs Hi, seem that DLSS 3.7 update in nvrtx-5.3 branch broke VR compatibility (crash in Streamline)
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@Alwaysthesame4 @acmarrs I’ll check with the DLSS maintainers. Thanks for the report.
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@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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@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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Our #GDC2024 talk on Real-Time Path-Traced Light Transport in UE5 is now available in the GDC Vault.
gdcvault.com/play/1034648/A…

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Evan Hart retweetledi

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/advanc…

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Evan Hart retweetledi

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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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/advanc…
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@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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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/UnrealEn…
#SER #RTXDI

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@PixelCurmudgeon Thanks for the answer. I suspected as much, but glad to hear it from the source.
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@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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