Pathtracing, DLSS and the future - summary of the interview
In the interview, Pavel brought up some interesting points. The integration of path tracing into the Unreal Engine 5 is very interesting. In the near future, this could allow developers not only to integrate optional path tracing for high-end PC gamers, but also to use the technology in the editor to orientate the regular, probe-based lighting. This must be supported at least for the foreseeable future in order to serve the large mass of players. Of course, the now official DLSS 3.0 support for the Unreal Engine 5 is also exciting in this context, a point that Pawel still had to dance around a bit at the time of the interview. The official announcement came - not surprisingly for us - just a few days later, at the launch of the RTX 4060 Ti.
It is also quite interesting what intentions Pawel describes for Nvidia. The focus of the manufacturer's gaming segment is clearly on path tracing and high-end PCs. Nvidia wants to set new standards here, advance the technology and offer new features. The consoles and the PC mainstream should follow the goal set in this way (later). And of course, in this context, with DLSS 3.0 or the AI-supported frame generation, there is also the possibility of combining the gaming segment with the very lucrative and highly dynamic AI segment.