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NVIDIA RTX, Unreal Engine 5 Define Future of Game Development and Content Creation

Nvidia

This laid out a vision of a new era of computer graphics for video games that featured photorealistic, ray-traced lighting, AI-powered effects and complex worlds with massive amounts of geometry and high-resolution textures. This allows users to focus less on tedious tasks and more on creativity.

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Updates to NVIDIA’s Unreal Engine 4 Branch, DLSS, and RTXGI Available Now

Nvidia

Branch offers all of the benefits of mainline UE4.26, while providing some additional features: Faster ray tracing NVRTX includes a number of improvements to ray tracing performance. Hybrid Translucency Another way to do ray traced translucency, with greater compatibility, speed and rendering options.

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Game Development – New Resources from GTC 21

Nvidia

You’ll learn how to leverage Nucleus for collaboration, AI for asset tagging, and USD and MDL for ground truth content creation and lighting using ray tracing. Maximize these ray-tracing settings with DLSS, which will boost the frame-rate of the Attic scene while maintaining a high resolution.

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Shaping the Future of Graphics with NVIDIA Technologies in Unreal Engine 5

Nvidia

Evolving from its state-of-the-art use in game engines into a multitude of industries, creators can deliver cutting-edge content, interactive experiences, and immersive virtual worlds. You can get started building applications today. Learn how to set up Hardware Ray Tracing in Unreal Engine 5.

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New NVIDIA Updates for Unreal Engine Developers

Nvidia

Deep Learning Super Sampling (DLSS) added softening capability to the sharpness slider, and provided a workaround for packaged builds not initializing DLSS on d3d11 devices. RTXGI is supported on any DXR-enabled GPU, and is an ideal starting point to bring the benefits of ray tracing to your existing tools, knowledge, and capabilities.

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Level Up Your Lighting: Q&A with Lighting Artist Ted Mebratu

Nvidia

This is because ray tracing and real-time global illumination remain quite resource-intensive. With a prebaked lighting setup, you can incorporate thousands of baked lights without impacting performance, except for the bake time. This enabled me to focus on the aesthetics and not worry about technical limitations.

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GSoC 2019 progress report #1 (part 2)

Mircosoft Game Dev

The main goal of my GSoC project is to completely rewrite the light mapper in Godot and, instead of a voxel approach, use ray tracing to compute the scene lighting. Here you can see the Sponza demo model, with baked direct lighting, and the corresponding light map: Note that this first pass is not taking occlusion into account yet.