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

Nvidia

New tools New debugging tools like the BVH viewer and Ray Timing Visualization allows developers to get a handle on ray tracing cost in their scene and get it tuned for speed. World position offset simulation for ray traced instanced static meshes (beta) Allows ambient motion of foliage like trees and grass.

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Maintenance release: Godot 3.3.2

Mircosoft Game Dev

Notably, Windows users could experience crashes when baking lightmaps. Physics: Fix ragdoll simulation when parent was readded to scene ( GH-48823 ). Physics: Fix crash on debug shapes update if CollisionObject is not in tree ( GH-48974 ). was thus subject to this crash when baking lightmaps. API documentation updates.

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Godot 4.0 gets SDF based real-time global illumination

Mircosoft Game Dev

Ensure your meshes are marked as "Static Bake", then enable SDFGI in the Environment settings. Multiple Bounces: Enable a feedback loop, which simulates multiple bounce lighting. SDFGI is mostly leak free, unlike VCT techniques which are the most common in use today (like SVOGI/GIProbe/etc). How do you use it?

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New NVIDIA Updates for Unreal Engine Developers

Nvidia

UE4 plugin (Download here ) Leveraging the power of ray tracing, RTXGI provides scalable solutions to compute multi-bounce indirect lighting without bake times, light leaks, or expensive per-frame costs. RTXGI 1.1.40 As a developer, System Latency (click-to-display) can be one of the hardest metrics to optimize for. and natively supported.

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Leveling Up Graphics and Performance with RTX, DLSS and Reflex at NVIDIA GTC

Nvidia

RTX Global Illumination (RTXGI) Leveraging the power of ray tracing, the RTX Global Illumination (RTXGI) SDK provides scalable solutions to compute multi-bounce indirect lighting without bake times, light leaks, or expensive per-frame costs. Version 1.1.30 allows developers to enable, disable, and rotate individual DDGI volumes.

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Webinar: Top 11 Questions from “Ray Tracing with Unity’s High Definition Render Pipeline”

Nvidia

Q: Does the scene have to be pre-baked in any way to use ray tracing and/or path tracing? Pierre: The path tracer does not require any pre-baking, thanks to its more brute force (and slower) approach to lighting.