00:04WDR mediagroup GmbH im Auftrag des WDR
00:04Our journey with real-time raytraced effects in games
00:07started back in 2018
00:08with the launch of the RTX architecture.
00:11Subsequent breakthroughs in RTX
00:13have enabled the leap to path tracing,
00:15which brings unified global illumination
00:17and physically accurate lighting
00:19to games such as Cyberpunk 2077,
00:22Alan Wake 2,
00:23and Doom the Dark Ages.
00:25Upcoming 2026 titles
00:27Pragmata, 007 First Light,
00:30and Control Resonant will leverage path tracing
00:32and RTX technologies to achieve state-of-the-art visuals.
00:36Last year, we introduced RTX MegaGeometry,
00:39which brings unprecedented geometric detail
00:42to path traced worlds.
00:43By compressing geometry into clusters,
00:46MegaGeometry can handle massive scenes
00:48and update them up to 100 times faster
00:50than previous methods.
00:52This enables full fidelity path tracing
00:54with advanced level of detail systems like Epix Nanite
00:57and even allows for real-time tessellation of complex surfaces.
01:01In Alan Wake 2, MegaGeometry optimized existing assets
01:05to deliver higher frame rates at lower VRAM utilization.
01:09Remedy is also integrating MegaGeometry
01:11into the upcoming Control Resonant.
01:14Today, we'd like to show you a first preview
01:16of our latest MegaGeometry advancements.
01:19Large-scale natural environments such as forests
01:22remain a difficult challenge for real-time raytracing.
01:25Such scenes demand a high number of objects
01:27with complex geometry combined with continuous animation.
01:31This comes at a significant cost to raytracing
01:33and acceleration structure performance,
01:35as well as VRAM requirements.
01:37We are developing a new level of detail system for foliage
01:40to address all of these challenges.
01:43The technology selectively updates the scene
01:45and represents level of detail in a way that is compact in memory,
01:49visually seamless, and efficient to raytrace.
01:52With this, for the first time, we can path trace dense environments
01:56with millions of detailed plants, unique animation,
01:59and accurate real-time lighting.
02:01Our foliage system is built on top of the existing MegaGeometry APIs,
02:05and we will make it available as open source later this year.
02:09We're excited to partner with developers like our friends at CD Projekt Red
02:13to bring this technology to future titles.
02:18Creating immersive experiences is a core part of what we do at CD Projekt Red,
02:23and visual richness is part of that.
02:25We're collaborating with both Epic Games and NVIDIA
02:28to streamline the implementation of path tracing into The Witcher 4.
02:32Using the in-development MegaGeometry foliage technology,
02:35we can bring fully path traced forests to the world of The Witcher.
02:39This rendering technology delivers incredibly intricate foliate geometry
02:44with greater depth and richness.
02:46It enables millions of accurate shadows and lighting effects
02:49previously impossible at this level of visual fidelity.
02:53We can't wait for players to experience this level of detail in The Witcher 4.
02:571 in Fallout 2 owa.
02:571 in Fallout 1
02:591 in Fallout 3
02:592 in Fallout 1
Kommentare