I’ve seen quite a few people here eager to start digging into the pathtracing thing in Unity, waiting for Octane. Our plugin is in beta and is available now, fully interactive pathtracing you can build into your applications. We released about a month ago, and are updating every week with new features and improvements, a big one coming at the end of January with significant workflow and efficiency improvements. Next month we’ll be adding our noise reduction and VR integration. Check it out here if you’re interested: https://www.rove3d.com
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Lovely. I understand resolution probably plays a big part in the linear performance of tracing paths… what’s the framerate like moving around a static environment at 1080p for example? … as in, final quality image produced not some intermediate?
Do you have a video demo?
@imaginaryhuman_1 - Using raw pathtracing, it depends on the scene very much. Final quality, complex scenes are not realtime on consumer hardware. The game changer is caching and filtering methods, which bring us much closer to using pathtracing in games with complex scenes and VR.
@elmar1028 - It’s not the most interesting video, but here’s some older footage on a GTX 680:
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