NvRtx VS Standart Ue5

Hi @enoes241,

nice showcase of the different render processes. Do you have some conclusion or comments or suggestions?

I would be very interested to hear them, as would @jackwang1 I am sure.


Hello @enoes241 1 copy and paste BP_RTX folder from demo project that download from git readme docs link 2 and then drag and drop that blueprint that contains the recommended rendering preset to your level 3 Tweak some rendering parameters according to your own scenario. Cheers!

Extra solutions for general usage scenarios have decreased. Version 4.25 was the best version for nvrtx because reflections were calculated correctly. I was getting great results by just putting on a hdri and turning off the sky light. The same goes for “absorption” regarding transparency. Glassware in current UE5 versions sometimes works better than ray tracing. Unfortunately, if you are not going to use things specific to this version, such as caustic, it is not very valid to obtain and use this branch, because unreal engine 5 mostly does the things that this version can do. I want the reflections back in version 4.25. That would be incredible. Unfortunately, the reflections here are no different from a standard UE5. There are only minor differences in lighting. I prefer to use a standard ue5 and lumen instead.

Many scenes used in this video were made with nvrtx. you can check this

Here is a comparison of a standard UE4 and nvrtx glass material. Absorption changes many things

I’m thinking of trying again on the Opel here. This was made with nvrtx ue4

This is a result obtained only with the light of the sky dome.