The level in the video is from the brutalist office asset pack on the Unreal Marketplace, I just wanted a map to showcase these two GI methods against each other.
The first video is with Lumen Hardware Ray Tracing, the second with Nvidia’s ReSTIR GI path tracing. ReSTIR is running with two light bounces for GI and reflections, as well as enhanced ray traced translucency and ray traced ambient occlusion. Lumen HWRT is running with all sliders at stock settings, Hit Lighting for reflections with high quality transparency.
RTXDI is being used for both GI methods, as well as ray traced shadows. These are both running at native 3440x1440, frame generation is being used with ReSTIR GI. DLAA is used on both. I compiled these on the NvRTX Caustics 5.2.1 branch of Unreal Engine.
Ещё видео!