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We recently kicked off our NVIDIA Developer Program exclusive series of Connect with Experts Ask Me Anything (AMA) sessions featuring NVIDIA experts and RayTracing Gems editors Eric Haines, Adam Marrs, Peter Shirley, and Ingo Wald. In fact, there’s an event coming up about RTX in Unreal Engine 5. Eric: Yes, in many ways.
SER is a performance optimization that unlocks the potential for better ray and memory coherency in raytracing shaders and thus increased shading efficiency. Background Shading divergence is a long-standing problem in raytracing. The NVIDIA Unreal Engine 5 NvRTX 5.0.3
Example per-frame interactions through FrameView when PCL Stats is integrated within a game How PC Latency Stats emits an event log Your game is responsible for posting unique “ping” messages to itself at random 100 to 300 ms intervals. It also emits the corresponding PCLStatsInput Event Tracing for Windows (ETW) events.
Why did you choose USD for your game development pipeline? Although it is a library designed for video production, USD’s mechanism for supporting large and complex pipelines could be used for in-game production. USD technology supports large-scale, multi-user, diverse asset pipelines for video production.
But how can generative AI help in-game conceptualization and design? Generative AI tools can help game designers in different ways. For instance, they assist in generating game concepts, gameplay mechanics, and art assets. This streamlines the early game development stages.
The main goal of my GSoC project is to completely rewrite the light mapper in Godot and, instead of a voxel approach, use raytracing to compute the scene lighting. I'm currently working on integrating Embree as a raytracing library into the Godot editor. The Scene Traversal mechanism needs to be fully finished.
Godot, being an open source gameengine, was built with a never-ending wish of adding new features to it. Motion matching is one of the latest features in game animation which is quite revolutionary. Foundations: Scene traversal mechanism. Script traversal mechanism. Motivation. Work done in the GSoC period.
Level data, geometry, materials, and so on, will have to be more modular to leverage all the powerful composition mechanisms. We are still in the early stages of adopting USD, but we are seeing that it will change how we author assets in the long run. Can you share any tips or lessons learned for other developers looking to adopt USD?
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