eden-protocol / protocol-engine

My fork of Nail & Crescent, containing branches with features I work on. Check out PalmliX/NaC for the definite upstream repository of this project.
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RTXDI Integration #20

Open MartianDays opened 3 years ago

MartianDays commented 3 years ago

Capture

Given the huge size of our game relative to the original title this path tracer was designed for, as well as some of the technologies we're enhancing it with, the engine will no doubt become heavier as we develop it. RTXDI should help keep performance in check and includes many useful features. Implementing it may not be easy, but could very much be worthwhile. Need to look into whether we can implement it in an engine with a GPL license, however, as the original Q2RTX engine will not be receiving it from Nvidia themselves for this reason, due to licensing; again, needs investigation. RTXDI, conveniently, supports the Vulkan Raytracing pipelines.

Blurb from Nvidia:

Imagine adding millions of dynamic lights to your game environments without worrying about performance or resource constraints. RTXDI makes this possible while rendering in real time. Geometry of any shape can now emit light and cast appropriate shadows: Tiny LEDs. Times Square billboards. Even exploding fireballs. RTXDI easily incorporates lighting from user-generated models. And all of these lights can move freely and dynamically.

Link: https://developer.nvidia.com/rtxdi

Related Reading: https://developer.nvidia.com/blog/lighting-scenes-with-millions-of-lights-using-rtx-direct-illumination

MartianDays commented 3 years ago

Handy walkthrough video:

https://www.nvidia.com/en-us/on-demand/session/gtcspring21-s32718/

MartianDays commented 3 years ago

Have acquired RTXDI SDK access, but questions remain about our ability to integrate it into our Q2RTX fork with the GNUv2 license Q2RTX is tied to. Need to hold off on integration until we have a solid answer.