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Ultra-Realism Made Accessible with NVIDIA AI and Path Tracing Technologies

Nvidia

NVIDIA at GDC 2023: Frame Generation and Path Tracing Tools Now Available Generate frames with the latest breakthrough in AI rendering Announced with the NVIDIA Ada Lovelace architecture, DLSS 3 raised the bar not just for visuals but also performance and responsiveness. Frame generation is the latest evolution. OMM SDK 1.0

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

Nvidia

To help developers get the most out of Unreal Engine 4 as they head into the new year, NVIDIA RTX UE4.26 To help developers get the most out of Unreal Engine 4 as they head into the new year, NVIDIA RTX UE4.26 Hybrid Translucency Another way to do ray traced translucency, with greater compatibility, speed and rendering options.

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NVIDIA DLSS Plugin and Reflex Now Available for Unreal Engine

Nvidia

As of today, Unreal Engine 4 (UE4). As of today, Unreal Engine 4 (UE4) developers can now access DLSS as a plugin for Unreal Engine 4.26. Additionally, NVIDIA Reflex is now available as a feature in Unreal Engine. DLSS pairs perfectly with computationally intensive rendering algorithms such as real-time ray tracing.

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Accelerating Ultra-Realistic Game Development with NVIDIA DLSS 3 and NVIDIA RTX Path Tracing

Nvidia

Since the introduction of the GeForce RTX 20 Series, NVIDIA has paved the way for groundbreaking graphics with novel research on how AI can enhance rendering and improve computer games. It delivers up to 4x improvements in frame rate and up to 2x improvements in latency compared to native resolution rendering.

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). As always, a bunch of nice rendering fixes! Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). See the list below.

Beta 110
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Godot 4.0 optimization progress report

Mircosoft Game Dev

As most of the rendering features for the upcoming Godot 4.0 are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. All this work has resulted in significantly faster rendering times. A lot of the render state is now better cached, so less is done at render time.

Culling 52
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Dev snapshot: Godot 3.4 beta 2

Mircosoft Game Dev

Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Add soft shadows to the CPU lightmapper ( GH-50184 ).

Beta 52