Godot RTX | NVIDIA Fork | Path-Tracing

I have been playing with this for the last several days, and it’s massively impressive. I have also been talking with NVIDIA about this, and they intend to develop it to a production-ready state and open a PR to merge it back into Godot. NVIDIA has built the path-tracer itself as a fully GPU-agnostic system, meaning it is not limited to NVIDIA GPUs. At the moment, the denoiser is DLSS Ray Reconstruction, which is limited to NVIDIA, but they are actively working on a second denoiser specifically to support AMD and Intel.

I am working on some demonstration scenes now so people have some stuff to play with, so hopefully I have more to share soon. Here are two demos from the last several days.

10 Likes

Welcome to the Forum!

There’s this thread already on the topic of path tracing, which you might be interested in. I saw your post on Reddit and linked your video there :slight_smile:

Looking forward to whatever you plan on releasing next.

1 Like

Hi, thanks! Yeah, sorry, I’m new to the forms and didn’t realize there was already a post. I’ll cross-post for now and keep things to existing posts.

Also, Godot has 2 sets of forms? How did that happen?

There’s a topic about that too, by yours truly:

3 Likes

Well, that explanation makes sense, but it was confusing to me.

2 Likes

It was confusing to me as well. At the time anyway,

3 Likes

Just buy a 3000$ graphic card to play a 15 yo game. I am so exited! Thank you Nvidia!

5 Likes

looks good!

I’d love to see the projects on GitHub so we can download and play with them if that’s possible.

4 Likes

I was using the TF2 map as an example, but I have more high-end scenes on the way.

I don’t know if I’m allowed to post the TF2 maps. I’m but I will post some of the other scenes I’m working on soon.

1 Like

I am going to continue posting stuff in this thread since I realized Google locked onto it, and it comes up way before most other threads.

Also, it won’t let me post 3 comments in a row, so I can’t post in the other thread. Come on, guys, get replying!

1 Like

Hey everyone, I have another Path-Tracing demo project for you today. It’s the NVIDIA Attic scene, originally created to showcase Ray-Tracing in Unreal Engine 4. This has been fully and natively ported to Godot 4.7. I’ve used the geometry and scene layout from UE4 and replaced the materials with NVIDIA Omniverse PBR materials when available, as well as some custom materials when needed, which I believe makes this the most complete version of this scene, since all public versions have been missing either the layout and geometry or the PBR materials.

This is part of the same demo repository from before, so be sure to have SSH set up on your system before cloning, and I’ve also shared a video of the project in action.

Also, for those of you who struggle to compile Godot from source, I have uploaded the current builds on Itch.io for you. This includes the hyper-experiment Linux version as well.

Feedback is always appreciated, and this is still under active development it’s just all happening in the Godot contributor chat, which makes things impossible to find. So here’s the link if you’re interested in contributing or just looking at the behind-the-scenes work

Godot Contributor Chat | NVPathtracer mega discussion

5 Likes

RT haters astound me ds2le has a path tracing mode that runs well on my 3060 laptop, if it’s implemented well and optimized it can run perfectly

There was a Q&A round at GodotCon 2026, released yesterday.

2 Likes