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Releases: NVIDIAGameWorks/RTXGI-DDGI

v1.2.0

07 Nov 20:36
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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

v1.1.40

09 Sep 05:06
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UE4 Plugin:

Features:

  • Increased the number of volumes supported in the indirect lighting pass from 6 to 12.
  • Screen-space indirect lighting resolution is now adjustable through cvars.
  • Support blending of more than 2 volumes.
  • Extended Blueprint functionality to enable control of DDGIVolume properties at runtime.
  • Added a button to the DDGIVolume component that clears all probe data for the volume.
  • Added new UI settings for volume probe visualization. Includes options for the different visualization modes (Irradiance, Hit Distance, etc).
  • Added an option to the RTXGI project settings to enable / disable DDGIVolume serialization (storing volume data to disk).
  • Improved the RTXGI Editor UI in a number of places. Updated and improved UI tooltips.

Bug Fixes:

  • Fixed several resource barrier and transition issues (PC and console).
  • Fixed incorrect sRGB conversion when loading GBuffer data in the ApplyLighting pass.
  • Fixed compilation issues when ray tracing is disabled.
  • Fixed compilation issues for Linux / Vulkan compilation.
  • Fixed an issue where DDGIVolumes with the infinite scroll option enabled incorrectly applied the parent actor's rotation transform to the volume.
  • Fixed an issue where DDGIVolumes with the infinite scroll option enabled would not clear probe data from scrolled probes on movement.
  • Fixed an issue where DDGIVolumes with the infinite scroll option disabled would be black when another DDGIVolume in the scene had this option enabled.

v1.1.31

20 May 18:14
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UE4 Plugin:

  • Removes erroneous sRGBToLinear function call when loading GBuffer BaseColor in ApplyLightingDeferred.usf
  • Bumps UE4 plugin version number to reflect the GBuffer sRGB fix.

v1.1.30

13 Apr 19:05
5d3df43
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SDK:

  • Adds the ability to rotate DDGIVolumes.
  • Adds a control flow fix in the probe classification compute shader that stops back face hits from being treated as front faces hits.
  • Adds changes that fix compilation errors on non-windows platforms.

UE4 Plugin:

  • Updates host and shader code to match SDK v1.1.30.
  • Updates engine-to-plugin interface and delegate callbacks. Use r.GlobalIllumination.ExperimentalPlugin [0|1] to enable or disable the plugin from the engine side.
  • Adds the ability to rotate DDGIVolumes in the editor and in-game.
  • Adds the ability to enable or disable individual DDGIVolumes in the editor and in-game.
  • Adds several improvements for infinite scrolling volumes.
  • Adds a GPU stat for RTXGI visualization passes.
  • Adds a fix for resource transition issues.
  • Adds a fix for RTXGI not running in shipping builds.
  • Adds a fix for RTXGI running even when r.RayTracing.ForceRayTracingEffects=0.
  • Adds fixes for compilation errors on non-windows platforms.
  • Vulkan: adds a fix for loaded DDGIVolume textures not being copied to the GPU.
  • Vulkan: adds a fix for a crash on shutdown.