Lumen HWRT vs ReSTIR GI Path Tracing + RTXDI - Unreal Engine 5

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  • เผยแพร่เมื่อ 28 พ.ย. 2024
  • The level in the video is from the brutalist office asset pack on the Unreal Marketplace, I just wanted a map to showcase these two GI methods against each other.
    The first video is with Lumen Hardware Ray Tracing, the second with Nvidia’s ReSTIR GI path tracing. ReSTIR is running with two light bounces for GI and reflections, as well as enhanced ray traced translucency and ray traced ambient occlusion. Lumen HWRT is running with all sliders at stock settings, Hit Lighting for reflections with high quality transparency.
    RTXDI is being used for both GI methods, as well as ray traced shadows. These are both running at native 3440x1440, frame generation is being used with ReSTIR GI. DLAA is used on both. I compiled these on the NvRTX Caustics 5.2.1 branch of Unreal Engine.

ความคิดเห็น • 12

  • @smelikfedor7798
    @smelikfedor7798 วันที่ผ่านมา

    Hello, wondering if u can help me. I`ve instaled 5.4.4 version and build the code for the NVRTX branch. But in the plugin list there is no RTXDI option, everything except this one on the place.

  • @designhu6078
    @designhu6078 10 หลายเดือนก่อน +6

    Doesn’t it look as stunning as Cyberpunk 2077 v2.1 - PathTracing ReStir GI? Even Lumen HWRT is artistically more charming, and maybe ReStir GI is more realistic than Lumen. I have tested the nvrtx-5.31-RTX DI branch. Except that it can support more dynamic lights, I don’t feel very impressed. In many cases, the performance consumption is even greater than Lumen.

    • @fabiolives
      @fabiolives  10 หลายเดือนก่อน +3

      Yeah, the amount of work CDPR put in to make Cyberpunk look that good with ReSTIR would have taken a long time. With tweaks we could definitely make ReSTIR look better than Lumen but I’m very impressed with Lumen and plan to continue to use it for most projects. ReSTIR is extremely demanding so it’s more of an addition to a project than a replacement for Lumen in my opinion. Nvidia seems to feel the same based on their recent dev conference

    • @GamingDamned
      @GamingDamned 9 หลายเดือนก่อน +2

      Where the heck you get this branch i been looking to get this but they took it down.

    • @fabiolives
      @fabiolives  9 หลายเดือนก่อน +2

      @@GamingDamned it’s not taken down, it’s still on GitHub. You have to register with Epic first to access their source branch and then go to the Nvidia developer site to find the link for their branches. There are instructions on their site that show you how to access it: developer.nvidia.com/game-engines/unreal-engine/rtx-branch

    • @Ghost_Kyi
      @Ghost_Kyi 5 หลายเดือนก่อน

      ​@@fabiolivesAt present, there is a 404 error message on the official link to the GitHub address. Is there a new address available

    • @kukuricapica
      @kukuricapica 3 หลายเดือนก่อน +1

      @@fabiolives I see you reacted 6 moth ago and they have May webinex where they are FULL on path tracing and results are impressive. The difference was night and they. Especially in the way as an artist you can place your emissive lights in scene is amazing.