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v1.2.0

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@acmarrs-nvidia acmarrs-nvidia released this 07 Nov 20:36
· 23 commits to main since this release

SDK

Features and Improvements

  • Substantial code and API refactor
  • Added support for Vulkan
  • Added support for Linux (x86 and ARM)
  • Added support for bindless resource access models
  • Infinite Scrolling Volumes (ISV) feature is now available (no longer beta)
  • Improved multi-volume support, including GPU workload batching
  • Improved shaders with define driven feature and resource declarations
    • Shaders can now be used directly in any codebase that supports D3D12 or Vulkan, regardless of resource binding model
  • Improved Probe Classification accuracy and increased performance gains when classification is enabled
  • Moved DDGIVolume constants to structured buffer(s)
  • Reduced the size of DDGIVolume constants by 2x
  • Merged per-probe relocation and classification data into a single texture resource
    • Removed the R8 UINT texture resource used with classification
  • Substantial CMake and build system improvements
    • Removed unnecessary third party dependencies
    • Refactored and simplified the defines system
  • Refreshed and improved documentation and converted to Markdown

Bug Fixes

  • Infinite scrolling volumes now properly clear irradiance and distance data for probes that are scrolled
  • Probe classification now accurately tests each probe ray's hit distance against the probe voxel's bounding planes
  • Fixed probe rays no longer perform unnecessary shading and lighting
  • Fixed regression related to distance blending and sampling

Test Harness

Features and Improvements

  • Substantial code redesign and overhaul
  • Added support for Vulkan
  • Added support for Linux (x86 and ARM)
  • Added support for a bindless resource access in all shaders
  • Added support for compressing textures to BC7 format on the CPU or GPU (using DirectXTex)
  • Added support for creating texture mipmaps (using DirectXTex)
  • Added support for using BC7 compressed textures on the GPU
  • Added support for using mipmapped textures on the GPU
  • Added support for an arbitrary number of lights
  • Added hot shader reloading
  • Added primary ray texture level of detail with ray differentials
  • Added a binary scene cache system for fast runtime scene loading
  • Added cross-platform windowing and input with GLFW
  • Added CPU and GPU timestamp instrumentation
  • Moved RTXGI DDGI indirect lighting pass to compute
  • All GPU resources moved off of the upload heap to the device (default heap)
  • Substantial CMake and build system improvements
    • Third party dependencies now included as proper Git Submodules
    • DXC binaries now delivered through packman
    • Refactored and simplified defines system
  • Added new "Tunnel" and "Cornell Boxes" test scenes
  • Refreshed and improved the configuration file system
  • Refreshed and improved UI

Bug Fixes

  • Fixed vsync and fullscreen crashing issues