Leveraging the power of RT cores, the RTX Global Illumination SDK offers malicious solutions to calculate indirect lighting which blocks stage elements (such as holes, crystals, mirrors, etc.) without increasing processing times, preventing light leaks and has no effect on the game's FPS. RTXGI is compatible with any DXR compatible GPU, and is a great place to start to bring the benefits of tool tracking to existing tools, knowledge and capabilities.
How RTX Global Illumination Works
This feature provides developers with an SDK where, for the first time, they can place a number of objects on the scene, indicating their composition and light points. Once this is done, made sense during a game plan or event, RTXGI does the rest:
- It can track the rays of light and shadows it produces based on the number of sources previously described.
- Use this data intelligently to calculate the manifest.
- With all the previous data, it is able to create light effects, shadows and reflections on objects and their geometry, all automatically.
- It can calculate indirect light and visibility generated by incident light, without any light leaks.
This has many benefits, as after describing the number of incident items, the graphics card load is greatly reduced. According to NVIDIA, using this technology allows:
- Create unlimited bounces for indirect light.
- Ray Tracking quality, no noise or blur.
- No time to process, no leaks.
- No UV parameterization or probe blockers.
- Enlightenment updates to the game and editor in real time.
Unlimited bounces of indirect light
Indirect light effects with complementary shadows can now be easily created. The data structure is stored in an RTXGI probe that temporarily collects and filters illumination and distance information in real time, creating a high light cache with many visual information, all based on the elements described in the scenes.
No effect on performance
According to NVIDIA, RTXGI provides a good balance of the quality and performance of your real-time application, with minimal performance impact by using a common frequency method in the ray tracking process.
Great game success
So far, developers have had to produce visuals and shadows manually, which means that even when a character moves or objects change position, shadows and projections are always rare.
Now, thanks to RTX Global Illumination this is over because it is being processed in real time thanks to pre-made calculations and, according to NVIDIA, has no effect on FPS of the plays or scenes we see on the screen.
In this way, thanks to RTX Global Illumination technology, users will find more detailed scenes, with more real light, indicators and shadows and without this effect, because as we explained this SDK Allows developers to predict everything in advance and calculate real-time performance through possibilities for RT Cores graphics cards with RTX.
NVIDIA first called this technology compatible with any DXR compatible graphics card (in the case of brand imagery, based on the production of Pascal), so far AMD has not announced anything about it and so their artwork will not benefit from it – in theory -, which includes consoles Next Gen gen X and PS5.
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