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Showdown RTX

6.1K views
Feb 16, 2019
1:44

This video needs some explanation. This capture is not performant or game-ready in any way. It runs only about 5-10fps on my 2080. Why did I do it? Because I just want to see how good raytracing in games can look. This is also not an apples to apples comparison. Lighting has been tweaked considerably between versions due to certain light types not yet behaving as hoped. Some lights have been replaced others added for bounce, and the driving light is the skylight. There is no real-time GI yet, so bounce light was hand-placed. The key here though is that the original was GI baked into textures, while the raytraced version has zero baking and is calculating all those soft shadows per frame. The real slowdown comes from using a raytraced skylight and cranking the samples on that to overcome noise. There's still some noise in the soft metallic reflections, but this is just a test. This is done with an early preview build of raytracing in Unreal Engine, so there a a number of bugs and missing features. Most notably, there is no real-time GI here. Bounce light was something I had to add with custom fills. RTGI is coming in a future build, and hopefully I can update this video when it does. You can see a bug in the current build where lighting flickers on the more distant background parts of the set. Hopefully this will be addressed. Many thanks to the folks at Nvidia and Microsoft for making this technology and huge thanks to Epic for doing the certainly difficult work of integrating this into their engine for everyday nerds like myself to play with. Exciting times!

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Showdown RTX | NatokHD