Homam Bahnassi

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Homam Bahnassi

Homam Bahnassi

@homambahnassi

Veteran #GameDev, Principal Dev Tech @NVidia, co-creator of #HyperVoidGame, https://t.co/hviYSNNvpT in Engineering

Katılım Aralık 2011
126 Takip Edilen607 Takipçiler
Homam Bahnassi
Homam Bahnassi@homambahnassi·
Interested in AI in Unreal Engine? This quick tutorial walks through a new plugin that leverages TensorRT to efficiently render neural post-processing in UE5.
NVIDIAGameDev@NVIDIAGameDev

We’re accelerating Unreal Engine’s Neural Network Engine (NNE). NNE is a common API that allows for seamless integration of neural network features in @UnrealEngine 5. Now, developers can utilize a new plugin that adds TensorRT for RTX as a runtime option, resulting in higher throughput on NVIDIA RTX GPUs. Read the tech blog for more details and a sample project 👉 nvda.ws/4w3nffS

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Homam Bahnassi
Homam Bahnassi@homambahnassi·
Oldie but goldie🏆
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Homam Bahnassi
Homam Bahnassi@homambahnassi·
@EyeOfScar Not sure but glad it is still working. Could be relate to the type of license. Mine were perpetual, not subscriptions
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Homam Bahnassi
Homam Bahnassi@homambahnassi·
Prototype of raytraced decals with height blending. Not #UE5 yet :)
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Homam Bahnassi
Homam Bahnassi@homambahnassi·
@EyeOfScar Yes, it is in the nvrtx 5.4. Not sure about the caustics branch, I think it should be integrated as well. to confirm check this cvar: r.SampledLighting.Lumen.Reflections.EnableDecals
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Homam Bahnassi
Homam Bahnassi@homambahnassi·
Raytraced decals in the NVRTX branch of #UE5
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NVIDIAGameDev
NVIDIAGameDev@NVIDIAGameDev·
Introducing the new era of rendering, powered by GeForce RTX 50 Series and AI ✨ ‘Zorah’ is our new groundbreaking RTX neural rendering tech demo that highlights the latest innovations in shader, geometry, lighting and character technologies. #CES2025
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Homam Bahnassi
Homam Bahnassi@homambahnassi·
Real-Time Image Based Lighting in the NVRTX branch of #UE5. This scene is lit with HDRI only, no light actors. Still, the Restir algorithm is able to render dynamic and accurate shadows from the sun pixels in the image☀️
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chena
chena@chena_cpp·
@homambahnassi How about the performance? Did you test in productive game scene?
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Homam Bahnassi
Homam Bahnassi@homambahnassi·
The tool is based on a plugin architecture for implementing auditing checks. Users can expand it by implementing more validation plugins and support additional asset types. Check the readme for a high-level explanation about extending the tool. github.com/NvRTX/UnrealEn…
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Homam Bahnassi
Homam Bahnassi@homambahnassi·
After running the tool to analyze assets, detected issues can be automatically fixed by the tool💪 Few exceptions require manual fix in DCC. Hovering the mouse over these checks provides helpful metrics for fixing the asset.
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Homam Bahnassi
Homam Bahnassi@homambahnassi·
The latest NVRTX-5.4 branch includes a new bonus plugin: 'Asset Tech Auditor'. In this thread, I will highlight few features… P.S. The plugin is completely implemented using #UE5 editor utility widgets ;)
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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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Homam Bahnassi
Homam Bahnassi@homambahnassi·
Ported one of my old MentalRay shaders to ShaderToy. The shader is for making textures tileable in run-time using one texture sampler shadertoy.com/view/XffyDn
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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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Homam Bahnassi
Homam Bahnassi@homambahnassi·
The latest update to the NVRTX 5.3 branch introduces partial colored transmittance github.com/NvRTX/UnrealEn… I think many #UE5 devs -including myself- will appreciate getting accurate and dynamic colored translucent shadows in real-time without light baking :)
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