Evan Hart @PixelCurmudgeon
Grizzled veteran graphics programmer. Opinions are my own, yada, yada. Bristow, VA Joined June 2016-
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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.
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…
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/advanc…
Shipped an update to our NvRTX branch of UE5 yesterday. Offers some pretty cool real-time effects, including semi-transparent shadows.
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/…
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
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.
Many thanks to @acmarrs & @Jiayin_Cao , this is a great update.
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.
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.
This is a great step forward, excited to see how we continue to refine it.
Pretty happy with what we accomplished this simple solution for visualizing the general problem
Artists, when using kit bashing to assemble levels in open-world games, be mindful of mesh overlap. High overlap increases BVH complexity, leading to longer traversal times and slower performance. Optimize by reducing overlap where possible. #gamedev #raytracing #optimization
The print version of Ray Tracing Gems II #RTGII is now available! Grab yours today from Apress or Amazon: apress.com/us/book/978148… amazon.com/Ray-Tracing-Ge…
Happy to have made some small contributions to this.
At #GDC21, I’ll be talking about NVIDIA RTX Unreal Engine Branch (NVRTX) from a Technology Perspective on July 22nd at 3:40-4:10pm PST. Join my session and other NVIDIA Sessions by registering at nvda.ws/3hJaHoH @NVIDIAGameDev
Tom Stochastic | Maki.. @h3r2tic
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5K Followers 6K Following Computationally responsible deep learning and real-time graphics research @ NVIDIA. Personal opinions only.Alexander Battaglia @Dachsjaeger
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3K Followers 92 Following Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.Joshua Barczak @JoshuaBarczak
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6K Followers 2K Following High-functioning millennial ■ NVIDIA Research ■ AI, XR, Robotics & Omniverse ■ VFX⎯Mathematics⎯Electronic Elsewheres ■ Opinions mine, you can't have them ■ heJiayin Cao @Jiayin_Cao
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7K Followers 2K Following Pushing voxel technology forward at @VoxelPlugin using @UnrealEngineOliver @0xAABBCC
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14K Followers 152 Following Lead Rendering Engineer @WeArePlayground working on @Fable. DMs open for graphics questions or mentoring people who want to get in the industry. Views my own.Marco Salvi - https:/.. @marcosalvi
5K Followers 6K Following Computationally responsible deep learning and real-time graphics research @ NVIDIA. Personal opinions only.Matt Pettineo @MyNameIsMJP
9K Followers 289 Following Lead Rendering Programmer at Sony Santa Monica Studio. Previously Engine Lead at Ready At Dawn Studios. He/him. @[email protected]Alexander Battaglia @Dachsjaeger
45K Followers 3K Following Ray Tracing Radical, Turok Technophile, Crysis Cultist, Motion Blur Menace and Content Creator for PC @Digitalfoundry. Wird auch Hermann genannt.Emil Persson @_Humus_
8K Followers 208 Following Co-Founder Elemental Games. Previously: Epic Games, Avalanche Studios, AMD.Mr Zyanide @MZyanide
1K Followers 108 Following Ray tracing addict. ReSTIR enthusiast. RTXing Jedi Outcast / Academy. @[email protected]John McDonald @basisspace
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288 Followers 292 Following Dad, husband, surfer, gamer, guitar player, music lover, UCLA grad, game industry vet, graphics programmerChris Wyman @_cwyman_
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4K Followers 1K Following @[email protected] @fatlimey.bsky.social Programmer at Pacific Light & Hologram.Chris Oat @ChrisOat
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481 Followers 417 Following At NVIDIA tracing rays and hallucinating pixels. prev: AMD, MITJuan Cañada @jcanadagarcia
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2K Followers 1K Following Sr. Director, Game Engines and Technology at Intel. Ex-Apple, Netscape, NVIDIA, Magic Leap, and AMD DevRelLearn how you can create fully dynamic scenes with path-tracing visuals using the NVIDIA #RTX Branch of #UnrealEngine5. Watch this #GDC2024 session on-demand now. #GameDev
@lumpy668 @PixelCurmudgeon @Jiayin_Cao You may be interested in this talk from @homambahnassi and @RichardCowgill, discussing how our art team used the renderer described in the AGS talk. It's free (sponsored session). "Real-Time Content Creation with Path Tracing Visuals in UE5" nvidia.com/en-us/on-deman…
Our #GDC2024 talk on Real-Time Path-Traced Light Transport in UE5 is now available in the GDC Vault. gdcvault.com/play/1034648/A…
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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Holy sh.... Dan Rodimer, my former congressional opponent...the corrupt, wannabe wrestler/wife beater with a history of assault who Kevin McCarthy gave half a million dollars to beat me in the primary knowing he'd lose in the general... ...is wanted for murder. 😮…
For those attending Game Developers Conference this year, I'm giving a 60min technical lecture, "Nanite GPU Driven Materials" schedule.gdconf.com/session/nanite…
@WalshFreedom Almost 3 years later. That's 3 years of most Republican voters believing the election was stolen. Because they were told the lies by Republicans. Insiders. People they trusted. And they kept the lie going until forced to tell the truth by American Justice. Jail Time, please.
This is in fact not how "any GPU driver game-specific optimization works".
@ghost_motley How do you think any GPU driver game-specific optimization works? They intercept and hack around all sorts of game code. Rewriting shaders, changing DX/Vk API parameters etc. Problem here they did something the draconian anti-cheat in CS2 doesn't like, needs to be allowlisted.
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/UnrealEn…
"A watershed moment for the graphics industry"—hearing that just made our day. Super proud of everyone on the teams!
Cyberpunk 2077's 2.0 patch levels up the Ray Tracing Overdrive mode with DLSS 3.5 Ray Reconstruction - a watershed moment for real-time ray tracing. Here I examine the quality with many tests to see how DLSS 3.5 stacks up over a 26 minute vid. Enjoy! youtu.be/hhAtN_rRuQo
This was perhaps the most eye-popping tech thing I saw at Gamescom. I have spent the last 5 years appreciating real-time denoisers for RT, and DLSS 3.5 ray reconstruction kind of makes all preceeding ones obsolete in every visible problem area I am used to seeing. Ridiculous tech
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-engines/u…
If one day I become the editor in chief of any scientific journal, I will make it mandatory to include in every paper a table of all symbols and acronyms used.
Two years in the making. Time for official announcements. jpantaleoni.com
Heads up: the NVIDIA RTX branch of UE *5.1* just got updated with RTXDI functionality in Lumen. Both branches received bug fixes and other improvements too.
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-engines/u…
@PixelCurmudgeon I got it to work but had to adapt the code as I use a compute shader. Evan Hart also shared this link with me, which is even better: developer.nvidia.com/unlocking-gpu-… The feature is huge, I now can profile shader code and timed log events to UAV right without any extra tools.