Reflection with Restir GI (NvRTX_Caustics-5.2)

Okay, so where can I download nvngx_dlssd.dll?

Kneel down and beg for my execution!

Thank you very much~

Bro, next time you got to pay! The chicken over rice on the street is $12 and doesn’t include soda, thank you doesn’t solve the problem, the halal boss won’t give me a free lunch just because I said thank you.

Come to Shanghai next time. I’ll treat you to dinner~

Having tested NVRTX_Caustics 5.2 and the new NvRTX_5.4, there seems to be a huge regression in getting mirror reflections to work, especially with showing indirect lighting in it.
Even by playing with all the CVars, I can’t get it to work.

It also seems that the Restir is much more noisy than I have it in 5.2, comparing on the exact same scene.

Are those regressions a consensus as of today, or am I doing something wrong?
Is there a workaround other than “stick to 5.2” ? @Shoonka did you update DESORDRE beyond the NVRTX_Caustics 5.2 ?

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No, Desordre is still on 5.2. Unfortunately, the implementation is unstable in later versions, but that was already the case in 5.2 as well (the skylight wasn’t even supported).

It will be updated when Epic implements a more advanced version of Lumen, particularly for GI and reflections (this is planned, but there’s no timeline on when it will happen). In the meantime, Nvidia’s custom Unreal versions are far too incomplete and significantly behind, so I’m not really interested in them anymore.

It’s a shame that Nvidia’s custom branch isn’t capable of offering the most advanced lighting methods with full support for all of Unreal’s features (fog, skylight, etc.). The demos are always at night or indoors, even though skylight is a major contributor to the lighting in a game.

As of now, it’s still not possible to achieve full ray-traced lighting and reflections like in Cyberpunk using Nvidia’s Unreal branch.

With Epic Games working on their own in-house method to handle hundreds of lights (Megalights), all that’s really missing now are higher quality GI and reflections to offer real-time lighting close to path tracing, with full support for all forms of lighting.

Just wanted to bring this up in case it hasn’t been addressed already. But instanced static mesh/foliage instanced static mesh etc, all have a bug where if bRayTracedShadows=true the WPO will not update even if the r.RayTracing.Geometry.StaticMeshes.WPO=1 does nothing if checked in the mesh component. It resolves any Ray Tracing shadow bugs if its a UStaticMeshComponent, but not for instances of any kind. This includes manually overriding it in C++ in a child component, and through custom instance material node functions. This isn’t technically related to this branch, but it would be a huge improvement if you guys know how to make that happen!

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Yes, there’s also the issue that raytraced shadows on Nanite foliage don’t move at all. This is a problem with Unreal by default as well, but it would be nice to see it addressed.

Additionally, there’s the issue that the raytracing is done on the fallback mesh rather than the full Nanite mesh, leading to significant mismatches, which means we’re not getting the full rendering potential.

Also, using r.raytracing.nanite.mode=1 destroys performance in a true high-poly environment. I often see this recommended as a fix for certain issues, but it’s completely unusable when all the meshes are high poly.

It would be interesting if Nvidia has planned a solution for these BVH issues with extremely heavy meshes.

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