Are there any plans internally about this tech: NVIDIA RTXDI | NVIDIA Developer
This looks like a complete game-changer for how we do lighting in games ![]()
I really hope RTX and tech like these become a standard in games in 2-4 years:)
Are there any plans internally about this tech: NVIDIA RTXDI | NVIDIA Developer
This looks like a complete game-changer for how we do lighting in games ![]()
I really hope RTX and tech like these become a standard in games in 2-4 years:)
Just after posting saw this :(![]()
Why does unity devs have to always wait on this, Even RTX is still in preview for so many years:(
Yeah, on the one hand, many users complain, that Unity implement too many new futures, instead of refining the existing ones.
On the other hand, Unity and Unreal are the only competitors in this area. Itâs sometimes feels weird, when some feature is already implemented in UE (or is about to be implemented) while for Unity it takes month, years or never. Would be cool if Unity team had some dedicated and separate r&d department which would rapidly react in such cases and deliver this feature as fast as possible at least in the preview or experimental state.
In great part because UE4 source code availability means nvidia can just go ahead and make their own version with support for specific nvidia tech.
This approach has its limitations - from past experience with other tech such as Flex, ongoing commitment from nvidia is required to ensure timely updates for latest engine versions. And when interest inevitably wanes, dead ends are reached. And Epic arent keen to put much nvidia-specific tech into the main branch of their engine.
All of which tends to mean that I have to end up seeing nvidia branches of UE4 as interesting platforms to evaluate this technology, rather than a solid foundation that I can expect first class, ongoing support for. Plus lots of time spent building the engine from source.
Whatever the reason seeing something along the lines of âNo current plans for Unityâ again and again in different contexts is damaging to the Unity brand.
This is a performance killer solution to help the Nvidia to sell more GPUs
Forget it and use a simple SSR to simulate similar effects
They are constantly plotting to sell more at Nvidia
Current gpu powers are not suitable for realtime GI
With a ssr effect, the emissive textureâs reflection is very similar to the Global Illumination:
Thats just simply not true.
There are plenty of ray traced games out there that work just fine on your average modern gpu and the results are absolutely somewhere else, especially for dynamic scenes that dont have many options how to achieve good visuals.
Iam using RTXGI in an unreal project and itâs doing wonders for me.
https://www.youtube.com/watch?v=GpyDXAartJ8
It costs like 1-2ms on a laptop and it doesnât even scale with resolution!
I pray unity ditches the twice ressurected enlighten apparition and replaces it with this. But I doubt it will happen.
I have tested raytracing inside UE4 in a simple scene,. It was a performance killer (RTX 3060ti)
Lumen was much better in quality with better performance
In overall, no any GI solution can comparable with the Enlighten performance. Just buy a Ryzen 9 cpu and bake in minutes instead of creating a heavy GI for target runtime device
For dynamic objects:
You can simulate GI using light probes and use AO as indirect shadowsâŚThis looks very good
Enlighten works for small levels, once you have anything pass that itâs hell. This is ignoring all the leaks, and the long long baking times. Minutes only work when messing around with small levels at very low settings.
Also, unreal raytraced GI isnât the same as to what roggi is talking about. To use nvidiaâs GI you have to download their branch I believe. Itâs faster & better than UE raytraced GI from what I hear.
The only chance to have a fully Realtime GI is the unityâs community
Follow here for a new SSGI solution
Yes pretty, but isnt that project abandoned? Doesnt seem to be alive anymore
SEGI was not good from my opinion in 3 years ago. But for now i seen a very good performance on RTX 3060ti. Itâs good and usable for default pipeline
You needs a good post effects to make everything beautiful:
SEGI:
Post Effects On vs OFF:
SEGI ON vs OFF:

Post effect AO vs SEGI GI:

Lumen:
Enlighten:
The post effects are more important than GI. For example Depth of field will hide the aliasing of screen like Unreal Engine but you will have a blurry render
Or color grading makes your seen brighter to be more realistic
Or AO simulates the indirect shadows
No GI: 179 fps
Enlighten : 179 fps
SEGI High: 40 fps
Rtxgi is a freely available plugin that you put in the stock unreal 4.26 or higher.
Fully dynamic, far better performance than anything else out there, none of the screen space crap, so itâs an actual GI solution.
This UnityLighting dude is in full denial, probably trying to sell his assetsâŚ
I want to help Unity users use alternative solutions. Because there is no Rtxgi in Unity. So it is useless to discuss it.
Also, as I said, buying a powerful CPU (700$) is better than buying thousands of GPUs for players to run Rtxgi. As I said, this is the best way to sell more Nvidia gpus⌠1 Ryzen 9 CPU (700$) + few minutes baking Enlighten => thousands of GPUs to run RTXGI
Also, no solution in the world can compete with Enlighten. Because its performance cost is zero. I tested most GI solutions. The only production ready solution is the Enlighten for the next few years⌠After next few years itâs usable again for low end platforms like Mobiles
In addition, with one day of personal work, I can earn as much as one year from the Asset Store.
Content creators in the Asset Store want to help you. The income of a simple game is ten thousand times more than the releasing of that game in the Asset Store
My income in this month was 700$ with 44 released packages⌠I got 500$ for half an hour of personal work(mobile scene lightmapping)
The big companies send me messages of cooperation and I donât respond to them. Iâm here to help Unity users
Are u really saying that RTX takes 1-2ms⌠Not going to believe that:smile: even lumen which performs much better then RTX does not take 2ms(unless u show your test scene)âŚ
Enlighten is not perfect for open worlds at all and might eat up all your memory with the gigantic lightmap data:face_with_spiral_eyes: and reduce CPU performance
after trying the rtx performance on the UE4, i will share the result
For large scenes you can use light probes for most objects to receive GI and post effectâs AO as indirect shadows and SSR as reflecting GI result on the other surfaces that is very similar to the GI especially for emissive textures and lights
BTW unity does have rtxgi⌠Currently only thing which provides complete realtime GI in unity is reflection probe placed at camera updated less frequently with time slicing + ssgi set to half resolution denoise but then u have to bare with the noise on your moving objects ( using TAA does reduce it a bit)
I am currently trying RTX on UE5⌠The compiling shaders task is longer than Enlighten baking:smile::p:roll_eyes: