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Microsoft Patents Resource-Based Ray Tracing, Promises Less Strain on GPU VRAM

Microsoft has filed for a new and even potentially groundbreaking patent that could transform the way ray tracing graphics are processed, especially when video memory (VRAM) is scarce. The patent proposes a technique to minimize the memory footprint of ray tracing graphics, tackling the escalating concerns about the growing memory demands for ray tracing and path tracing. The innovation outlined in Microsoft's patent employs a dynamic level of detail (LOD) approach to adaptively modify the quality of ray tracing effects based on accessible resources. The patent portrays the ray tracing pipeline as an acceleration structure that can be streamlined using this LOD system. The cornerstone of this optimization is a residency map that aligns with a bounding volume hierarchy of objects. The graphics processing system can then utilize this map to ascertain the suitable quality level for objects at any given moment. This methodology enables a more reasonable allocation of resources, guaranteeing that the most crucial objects receive the highest quality rendering. At the same time, less important elements can be rendered at lower quality to conserve memory.

Microsoft's patent could have far-reaching ramifications for the design and performance of upcoming GPUs. By implementing this novel LOD system, GPUs with more modest VRAM capacities, such as those with 8 GB, could provide ray tracing performance on par with higher-end models boasting larger memory buffers, given enough compute capacity. This advancement could pave the way for more budget-friendly GPUs that still deliver adequate ray tracing capabilities, making the technology more accessible. Moreover, the adaptive nature of the LOD system could contribute to a more reliable performance across diverse scenarios, as the GPU would be capable of adjusting to the available resources in real time. Microsoft's patent could emerge as a game-changer in the realm of GPU design and performance, and we are now waiting to see if any real-world implementations appear.

NVIDIA DLSS Support Coming to More Games, Including Diablo IV, Portal with RTX, and others

Over 500 RTX games and applications have revolutionized how people game and create with ray tracing, NVIDIA DLSS and AI-powered technologies. Today, we're unveiling even more RTX games that will deliver the definitive PC experience for GeForce RTX gamers. At GDC 2024, we're announcing several new exciting integrations of cutting-edge RTX tech! In Black Myth: Wukong and NARAKA: BLADEPOINT, we're working with our partners to incorporate Full Ray Tracing and NVIDIA DLSS 3.5.

In Portal with RTX, our free, fully ray-traced reimaging of Valve's classic game, DLSS 3.5 with Ray Reconstruction and RTX IO are now available, further upgrading its technology, graphics and image quality. Diablo IV's ray tracing update arrives March 26th. Star Wars Outlaws will launch with DLSS 3 and ray-traced effects. The First Berserker: Khazan will launch with DLSS 3. And Sengoku Destiny introduced support for DLSS 3 earlier this week.

More Games Get NVIDIA DLSS Support Including Alan Wake 2 With DLSS 3.5

This week, Alan Wake 2 launches with incredible fully ray-traced graphics, accelerated and enhanced by NVIDIA DLSS 3.5's complete suite of AI-powered technologies. GeForce RTX 40 Series gamers will receive the definitive day-one experience: frame rates are multiplied by an average of 4.5X at 4K, ray tracing is even more immersive thanks to Ray Reconstruction, and Reflex makes gameplay even more responsive. Additionally, gamers can soon enable DLSS in Ikonei Island: An Earthlock Adventure, and Shadows of Doubt, two highly rated indie games.

These new DLSS integrations follow last week's DLSS launches, which saw NARAKA: BLADEPOINT, Slender: The Arrival, and Warhammer: Vermintide 2 introduce support for DLSS 3, and HOT WHEELS UNLEASHED 2 - Turbocharged and AirportSim release with DLSS 2.

Get DLSS 3.5 Ray Reconstruction in Phantom Liberty Now without Path Tracing Thanks to a DLSS Hack

Hot on the heels of news that DLSS 3.5 Ray Reconstruction can be made to work with DLAA (DLSS at native resolution) using a DLSS-modding utility, we're coming across yet another hack. This one gets you to use DLSS 3.5 Ray Reconstruction on Cyberpunk Phantom Liberty without the need for Path Tracing, and using the game's regular ray tracing technology. Path tracing is very hardware intensive feature, and in our testing, we've only been able to get playable frame-rates at 4K Ultra HD using the two fastest GPUs in the market, the RTX 4090 and RTX 4080. A user on Reddit discovered how to get Phantom Liberty to use regular ray tracing with Ray Reconstruction. We don't know who the original author of this hack is, but it was re-posted to Reddit by Daemoni73. Here are the steps:
  • Launch Cyberpunk 2077, enable Ray Tracing and DLSS Super Resolution (in other words apply your preferable settings).
  • Exit the game and go to your %LOCALAPPDATA%\CD Projekt Red\Cyberpunk 2077 and open the UserSettings.json file.
  • Search for "DLSS_D", set the "value" and "default_value" from "false" to "true".
  • Save the config file and set it as "read only".
  • Launch the game and play with Ray Tracing and DLSS Ray Reconstruction.

Unreal Engine 5.3 is now available!

We're excited to announce that Unreal Engine 5.3 is now available. This release brings numerous wide-ranging improvements as we continue to expand UE5's functionality and potential for game developers and creators across industries. As well as enhancements to core rendering, developer iteration, and virtual production toolsets, we're introducing Experimental new rendering, animation, and simulation features to give you the opportunity to test extended creative workflows inside UE5—reducing the need to round-trip with external applications.

Refinements to core UE5 rendering features
With this release, we've continued to refine all core UE5 rendering features to address our ongoing goal of making it easier for developers to leverage them at higher quality in games running at 60 FPS on next-gen consoles; the improvements also offer higher-quality results and enhanced performance for linear content creators. Specifically, Nanite has faster performance for masked materials, including foliage, and can represent a greater range of surfaces due to the new Explicit Tangents option, while Lumen with Hardware Ray Tracing has expanded capabilities that include multiple reflection bounces, and delivers faster performance on consoles. Other areas with notable advancements include Virtual Shadow Maps (VSM)—which is now Production-Ready—Temporal Super Resolution (TSR), Hair Grooms, Path Tracing, and Substrate.

Unreal Engine 5.3 Preview Out Now

Yesterday, Epic Games released a preview version of Unreal Engine 5.3—users can now try out the latest batch of improvements, as well as some new features. Epic's blurb Lumen boasts that their software engineers have refined "the workflows and capabilities of core features"—namely Nanite, and Path Tracing. Optimizations have resulted in "more control over performance" and overall better-looking visuals. Epic's own Fortnite, Layers of Fear (Bloober Team) and Remnant 2 (Gunfire Games) are the only currently released games running on Unreal Engine 5. Epic first showcased this technology back in 2020, with plenty of game development studios signing up to use it—but they have been slow in adapting to the feature-rich engine. In Remnant 2's case, Gunfire chose to not implement Lumen at launch.

Newly introduced experimental features include an upgraded particle rendering system—users are granted access to tool that can "create volumetrics such as smoke and fire directly inside Unreal." Epic's notes also mention that a Skeletal Editor has been added, for in-engine character weight and skinning work. Preview version 5.3 grants full support for Orthographic Rendering—useful in the fields of "architecture plus manufacturing visualizations, and stylistic games projects." Users will also see improvements in the Panel Cloth Editor and ML Cloth simulation system.

Intel Developing Efficient Solution for Path Tracing on Integrated GPUs

Intel's software engineers are working on path-traced light simulation and conducting neural graphics research, as documented in a recent company news article, with an ambition to create a more efficient solution for integrated graphics cards. The company's Graphics Research Organization is set to present their path-traced optimizations at SIGGRAPH 2023. Their papers have been showcased at recent EGSR and HPG events. The team is aiming to get iGPUs running path-tracing in real time, by reducing the number of calculations required to simulate light bounces.

The article covers three different techniques, all designed to improve GPU performance: "Across the process of path tracing, the research presented in these papers demonstrates improvements in efficiency in path tracing's main building blocks, namely ray tracing, shading, and sampling. These are important components to make photorealistic rendering with path tracing available on more affordable GPUs, such as Intel Arc GPUs, and a step toward real-time performance on integrated GPUs." Although there is an emphasis on in-house products in the article, Intel's "open source-first mindset" hints that their R&D could be shared with others—NVIDIA and AMD are likely still struggling to make ray tracing practical on their modest graphics card models.

Cyberpunk 2077 Update v1.63 Improves DLSS Performance on AMD CPUs

CD Projekt RED has released the new Patch v1.63 for Cyberpunk 2077 which includes several quest, open world, UI, visual, as well as PC-and console-specific improvements and fixes, as it is rolling out on PC, PlayStation 5, and Xbox Series X/S. While there are plenty of changes, PC users will be glad that it improves performance of DLSS Frame Generation on AMD CPUs, which had been hit by stuttering issues. The Cyberpunk 2077 Patch v1.63 also fixes visual color issues with DLSS and Path Tracing.

The new patch also fixes Photo Mode issues, as well as a crash issue when using Razer Chroma. There are plenty of other quest, open world, miscellaneous, console-specific and REDmod fixes, which you can check out it the full release notes.

Half Life 2 Path Tracing Mod Highly Praised for Adding Extra Visual Flair

A Half Life 2 modder, Igor Zdrowowicz, has managed to integrate path tracing into the game - with striking results, even at an early stage in development. His project - codenamed "HL2RTX" - has been in-progress for a handful of months, and the modder has managed to integrate a ray tracing system into Valve's classic shooter (sort of) via NVIDIA's RTX Remix SDK. That package has become open source only very recently, so Zdrowowicz stated that a Portal RTX-derived binary was the tool of choice.

NVIDIA's Lightspeed Studios has already created an impressive RTX conversion of Valve's fan favorite puzzle-platform game Portal (2007), and modders have been poring over the underlying technology and update technique processes. A number of old favorites, running on past iterations of the Source Engine (DirectX 8 and 9), are getting the amateur mod community sprucing up treatment. It is posited that Zdrowowicz will have an easier time with his current conversion project, thanks to an official release of NVIDIA's RTX Remix toolkit (albeit in early access).

Cyberpunk 2077 Patch v1.62 With RT: Overdrive is Now Live

CD Projekt Red has now officially released the long-awaited patch for Cyberpunk 2077, bringing RT: Overdrive mode with Path Tracing technology preview, and other improvements. The new patch adds a Ray Tracing Overdrive and Path Tracing presets, which have to be manually enabled. Of course, the Ray Tracing: Overdrive Mode is only supported on the NVIDIA RTX 40 series graphics cards, and it will work on the RTX 3090 graphics card, although it is only limited to 1080p resolution.

The new patch also adds an option to enable Path Tracing for Photo Mode, and adds support for NVIDIA DLAA, which is NVIDIA's AI-based anti-aliasing mode meant to improve image quality. To not make it all about NVIDIA, CD Projekt Red also added support for Intel XeSS 1.1, and some minor benchmark improvements. Unfortunately, and surprisingly, the new patch does not bring any expected gameplay improvements, which will probably come at a later date in a separate patch.

NVIDIA Previews Ray Tracing: Overdrive Mode in Cyberpunk 2077, Update Arriving April 11

CD PROJEKT RED's Cyberpunk 2077 is already one of the most technologically advanced games available, using several ray tracing techniques to render its neon-illuminated environments and vast Night City visuals at incredible levels of detail. On April 11th, a new Cyberpunk 2077 update will hit the streets, featuring the technology preview of the Ray Tracing: Overdrive Mode, which enhances the game's already-amazing visuals with full ray tracing, otherwise known as path tracing.

Full ray tracing accurately simulates light throughout an entire scene. It is used by visual effects artists to create film and TV graphics that are indistinguishable from reality, but until the arrival of GeForce RTX GPUs with RT Cores, and the AI-powered acceleration of NVIDIA DLSS, real-time video game full ray tracing was impossible because it's extremely GPU intensive.

CD Projekt RED and NVIDIA Talk About Upcoming Cyberpunk 2077 Path Tracing

In an interview done by PCWorld's Gordon Ung at GDC 2023, CD Projekt Red's VP and Global Art Director, Jakub "Kuba" Knapik, and NVIDIA's Senior Developer Technology Engineer, Pawel Kozlowski, shed a bit more light about the upcoming Cyberpunk 2077 Path Tracing update and what it brings to the game as well as what kind of hardware will you need to run it.

In case you missed it earlier, both CD Projekt RED and NVIDIA did talk about the RTX Path Tracing Overdrive Mode for Cyberpunk 2077, which will launch on April 11th. This will be a part of the Cyberpunk 2077 Update 1.62, which should bring additional gameplay improvements as well. It is worth to note that Path Tracing will be introduced to the game as a "technology preview," Jakub notes, as the developer is implementing this technology with NVIDIA and it is still a work in progress.

NVIDIA Previews and Releases Path Tracing SDK at GDC 2023

As promised and detailed earlier, NVIDIA has now released the first SDK for Path Tracing. Path Tracing, which should accurately re-create physics of all light sources in a scene, has been around and we already had a chance to see it in some demos like Quake RTX and Portal RTX, but now, thanks to some previously available NVIDIA tools and features, it could be finally coming to more games and not just tech demos.

According to NVIDIA, the thing that makes Path Tracing possible now, and more accessible to developers, is the combination of previously available NVIDIA technologies, as well as some new ones, including the new performance multiplier in DLSS 3, called the DLSS Frame Generation. The DLSS Frame Generation, working on GeForce 40 series cards and using the Optical Flow Accelerator, is what made real-time path tracing possible. The RTX Path Tracing SDK, according to NVIDIA, should re-create the physics of all light sources in a scene in order to reproduce what the eye sees in real life, and allows to build a reference path traces to ensure that lighting during production is true to life, while accelerating the iteration process; or build high-quality photo modes for RT-capable GPUs or real-time, ultra-quality modes that take advantage of the Ada Lovelace architecture.
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