RTXDI
By NVIDIAGameWorks
RTXGI
RTXGI v2.0 Update including Neural Radiance Cache and Spatial Hash Radiance Cache (by NVIDIAGameWorks)
RTXDI | RTXGI | |
---|---|---|
3 | 1 | |
310 | 102 | |
1.9% | -519.6% | |
5.7 | 6.6 | |
about 1 month ago | about 2 months ago | |
C++ | CMake | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
RTXDI
Posts with mentions or reviews of RTXDI.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-06-24.
-
Petition to put WCCFTech and DSOGaming into unapproved tech blogs
Even their Path Tracer (RTX Remix - like Portal with RTX, or Cyberpunk 2077 RT Overdrive) is licensed under similar terms: https://github.com/NVIDIAGameWorks/Path-Tracing-SDK/blob/main/LICENSE.txt https://github.com/NVIDIAGameWorks/RTXDI/blob/main/LICENSE.txt
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[Digital Foundry] Cyberpunk 2077 RT Overdrive on RTX 3050? RTX 20/30 Series/RDNA 2 Performance + Optimisation
RIS is a general technique and I'm almost certain Cyberpunk uses it by default, so it's a bit hard to tell what EnableRIS means, but I'd stare at https://github.com/NVIDIAGameWorks/RTXDI/blob/main/doc/Integration.md to find out.
- Cyberpunk 2077: 7900 XTX Pathtracing performance compared to normal RT test
RTXGI
Posts with mentions or reviews of RTXGI.
We have used some of these posts to build our list of alternatives
and similar projects.
-
Implementing GI in a custom game engine
NVidia's RTXGI is on github and only requires a raytracing capable GPU for the precomputation stages. You can load baked volumes and read/sample them on a GPU without raytracing, unsure of how far back that goes in hardware support - but it's not going to fly for mobile, sampling is really heavy in both ALU and TEX.
What are some alternatives?
When comparing RTXDI and RTXGI you can also consider the following projects:
ProtoTracer - 3D rendering and animation engine for multifaceted displays on microcontrollers
Adria-DX11 - Graphics engine written in C++ using DirectX11
RTX-Path-Tracing - Real-time path tracing library and sample
Lift - Vulkan Path Tracer with Optix Denoiser integration
Vanilla-RTX - Vanilla RTX GitHub Repository, A PBR Resource Pack for Minecraft Bedrock Edition: Vanilla Resources Made Available for Minecraft RTX
RenderBender - A third party program to change Minecraft RTX's internal settings externally, directly in-memory, at runtime.
Streamline - Streamline Integration Framework
vulkan_ray_tracing_minimal_abstraction - A minimal implementation of Vulkan ray tracing.
GodOfWarPS2_Decomp - A decompilation of god of war 1 ps2!!