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Introducing RTX Direct Illumination - with demo showcase

Soldato
Joined
6 Feb 2019
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Nvidia has announced a new RTX feature called Direct Illumination that allows the developer to have millions of light sources in the scene.

This is different to RTX Global Illumination which uses indirect bounce lighting to compute more accurate shadows, colors and detail. Direct Illumination is what it says, replacing hero lights with more accurate million plus light sources and it replaces all in engine ambient occlusion.




Unreal Engine 4 is the first engine to be updated with the latest version of RTX.

You can download the stand-alone demo for your own testing here https://developer.nvidia.com/unrealengine
 
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https://www.overclockers.co.uk/foru...tx-tech-demo-available-for-download.18926257/

Well worth watching, especially if you don't have an RTX card.


And a little more on RTX tech - https://wccftech.com/rtx-direct-ill...oon-feature-up-to-millions-of-dynamic-lights/

As expected, NVIDIA made it so RTX Direct Illumination is easily integrated with the existing RTX Global Illumination (RTXGI) SDK. Mixing the two should allow for scalable global illumination based on many, many light sources.

The best part, though, is that all of this promising graphics technology won't be reserved just for GeForce RTX users. In fact, Richard Cowgill confirmed that RTXDI and RTXGI are both entirely architecture-agnostic and will therefore work not only on AMD's Radeon RX 6000 Series GPUs but on ray-tracing capable consoles as well, such as PlayStation 5 and Xbox Series S|X. Graphics APIs supported include DirectX Raytracing and Vulkan Ray Tracing.
 
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It only has the option to run at 1080p for me

Some pretty cool tech, however the demo stopped me from breaking it which is sad

I created a glass ball, then stood in front of the mirror - in theory this should create an infinite reflection between the mirror and glass ball however to avoid happening, when the orb is in the view of the mirror, the orb turns black to stop reflections casting off of it - I tried tricking it by standing back to front and holding the orb in front of me, but the demo is too clever and it turns the mirror black
 
I created a glass ball, then stood in front of the mirror - in theory this should create an infinite reflection between the mirror and glass ball however to avoid happening, when the orb is in the view of the mirror, the orb turns black to stop reflections casting off of it - I tried tricking it by standing back to front and holding the orb in front of me, but the demo is too clever and it turns the mirror black
That's pretty lame. SO RTX doesn't really ray trace.
 
That's pretty lame. SO RTX doesn't really ray trace.

haha, they were a bit lazy I guess - they could have still done reflections in reflections in a reflection but they'd have to somehow limit the bounces - what will happen without it is infinite reflections, the demo would drop to 1fps and then crash
 
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