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.

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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.

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:

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

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

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

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I am wanting to attach a meme but I am not sure will it suit the forum or not. you can see it by searching

Linus Torvalds Nvidia meme

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

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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.

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